<?xml version="1.0" encoding="utf-8"?>
<Items>
  <Override>
    <!-- 
    Updating instuctions:
    1) Copy-paste each Item (eg.: "divingsuit") entirely
    2) Replace relative paths of textures to their absolute ones: (Notepad++, CTRL+F)
      a) [everything is okay here]
    3) Replace 'Content/Lights/divinghelmetlight.png'  with  '%ModDir%/Lights/divinghelmetlight.png'  (Notepad++, CTRL+F)
    4) Replace 'Content/Lights/lightcone.png'          with  '%ModDir%/Lights/lightcone.png'          (Notepad++, CTRL+F)
    5) Change the 'range' of  'LightComponent' in:
      a) flashlight:    800   ->  1000  (undecided yet)
    6) Make sure you haven't replaced the instructions above
  -->
    <!-- flashlight -->
    <Item name="" identifier="flashlight" category="Equipment" Tags="smallitem,tool,provocative" cargocontaineridentifier="metalcrate" Scale="0.5" impactsoundtag="impact_metal_light">
      <PreferredContainer primary="divingcab" minamount="1" maxamount="2" spawnprobability="1" notcampaign="true" />
      <PreferredContainer secondary="wreckstoragecab,abandonedstoragecab,wrecksupplycab,beaconsupplycab" amount="1" spawnprobability="0.05" />
      <PreferredContainer secondary="outpostcrewcabinet" amount="1" spawnprobability="0.1" />
      <Price baseprice="200" minavailable="2">
        <Price storeidentifier="merchantoutpost" />
        <Price storeidentifier="merchantcity" multiplier="0.9" minavailable="3" />
        <Price storeidentifier="merchantresearch" multiplier="1.25" />
        <Price storeidentifier="merchantmilitary" multiplier="1.25" />
        <Price storeidentifier="merchantmine" />
      </Price>
      <Fabricate suitablefabricators="fabricator" requiredtime="10">
        <RequiredSkill identifier="mechanical" level="25" />
        <RequiredItem identifier="aluminium" amount="2" />
        <RequiredItem tag="lightcomponent" />
      </Fabricate>
      <Deconstruct time="15">
        <Item identifier="aluminium" />
        <Item identifier="lightcomponent" />
      </Deconstruct>
      <InventoryIcon texture="Content/Items/InventoryIconAtlas.png" sourcerect="704,320,64,64" origin="0.5,0.5" />
      <Sprite texture="Content/Items/Tools/tools.png" sourcerect="293,185,49,18" depth="0.55" origin="0.5,0.5" />
      <Body width="48" height="15" density="15" />
      <Holdable slots="Any,RightHand,LeftHand,Head" holdpos="30,-50" aimpos="60,0" handle1="-20,0" msg="ItemMsgPickUpSelect">
        <StatusEffect type="OnActive" targettype="Contained" Condition="-0.2">
          <RequiredItem items="mobilebattery" type="Contained" />
        </StatusEffect>
        <!-- the child LightComponent is only active when the Holdable is active, i.e. when the item is being held -->
        <LightComponent LightColor="0.5,0.5,0.5,1.0" directional="true" Flicker="0.02" range="800" powerconsumption="10" IsOn="true">
          <LightTexture texture="%ModDir%/Lights/lightcone.png" origin="0.0, 0.5" size="1.0,1.0" />
          <IsActive targetcontaineditem="true" condition="gt 1.0" />
        </LightComponent>
        <LightComponent LightColor="0.5,0.5,0.5,1.0" directional="true" range="800" powerconsumption="10" IsOn="true" flicker="0.8" flickerspeed="1.0" pulsefrequency="0.1" pulseamount="0.5">
          <LightTexture texture="%ModDir%/Lights/lightcone.png" origin="0.0, 0.5" size="1.0,1.0" />
          <IsActive targetcontaineditem="true" condition="lte 1.0" />
        </LightComponent>
      </Holdable>
      <ItemContainer capacity="1" maxstacksize="1" hideitems="true" containedstateindicatorstyle="battery">
        <SlotIcon slotindex="0" texture="Content/UI/StatusMonitorUI.png" sourcerect="128,448,64,64" origin="0.5,0.5" />
        <Containable items="mobilebattery">
          <StatusEffect type="OnContaining" targettype="This" Voltage="1.0" setvalue="true" />
        </Containable>
      </ItemContainer>
      <AiTarget sightrange="3000" />
      <Upgrade gameversion="0.10.0.0" scale="0.5" />
    </Item>
    <!--  -->
    <!--  -->
  </Override>
</Items>