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Jan 19th, 2019
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  1. local assets =
  2. {
  3. Asset("ANIM", "anim/log.zip"),
  4. }
  5.  
  6. local function fn()
  7. local inst = CreateEntity()
  8.  
  9. inst.entity:AddTransform()
  10. inst.entity:AddAnimState()
  11. inst.entity:AddNetwork()
  12.  
  13. MakeInventoryPhysics(inst)
  14.  
  15. inst.AnimState:SetBank("log")
  16. inst.AnimState:SetBuild("log")
  17. inst.AnimState:PlayAnimation("idle")
  18.  
  19. MakeDragonflyBait(inst, 3)
  20.  
  21. inst.entity:SetPristine()
  22.  
  23. if not TheWorld.ismastersim then
  24. return inst
  25. end
  26.  
  27. inst:AddComponent("edible")
  28. inst.components.edible.foodtype = FOODTYPE.WOOD
  29. inst.components.edible.woodiness = 10
  30. inst.components.edible.healthvalue = 0
  31. inst.components.edible.hungervalue = 0
  32.  
  33. inst:AddComponent("fuel")
  34. inst.components.fuel.fuelvalue = TUNING.MED_FUEL
  35.  
  36. MakeSmallBurnable(inst, TUNING.MED_BURNTIME)
  37. MakeSmallPropagator(inst)
  38.  
  39. MakeHauntableLaunchAndIgnite(inst)
  40.  
  41. ---------------------
  42.  
  43. inst:AddComponent("inspectable")
  44.  
  45. inst:AddComponent("inventoryitem")
  46. inst:AddComponent("stackable")
  47.  
  48. inst:AddComponent("repairer")
  49. inst.components.repairer.repairmaterial = MATERIALS.WOOD
  50. inst.components.repairer.healthrepairvalue = TUNING.REPAIR_LOGS_HEALTH
  51.  
  52. return inst
  53. end
  54.  
  55. return Prefab("log", fn, assets)
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