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new inventory category 'fixtures'; fixture code refactoring
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@@ -12,18 +12,13 @@ class ItemLogicSignalEmitter(originalID: ItemID) : FixtureItemBase(originalID, "
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override var dynamicID: ItemID = originalID
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override var baseMass = FixtureLogicSignalEmitter.MASS
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override var inventoryCategory = Category.MISC
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override val isDynamic = false
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override val materialId = ""
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override val itemImage: TextureRegion
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get() = getItemImageFromSingleImage("basegame", "sprites/fixtures/signal_source.tga")
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override var baseToolSize: Double? = baseMass
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init {
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equipPosition = EquipPosition.HAND_GRIP
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originalName = "ITEM_LOGIC_SIGNAL_EMITTER"
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}
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override var originalName = "ITEM_LOGIC_SIGNAL_EMITTER"
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override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
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super.effectWhileEquipped(actor, delta)
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