Fixed missing RepairTool HitStructure particles & missing ancient weapon beam (+ added hit particles to ancient weapon). Closes #285
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@@ -158,9 +158,16 @@
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<Holdable slots="Any,RightHand+LeftHand" aimpos="100,0" handle1="0,11" handle2="2,11"/>
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<Holdable slots="Any,RightHand+LeftHand" aimpos="100,0" handle1="0,11" handle2="2,11"/>
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<RepairTool structurefixamount="-5.0" limbfixamount="-2.0" range="600" barrelpos="30,15" particles="largeplasma">
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<RepairTool structurefixamount="-5.0" limbfixamount="-2.0" range="600" barrelpos="30,15">
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<Fixable name="structure"/>
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<Fixable name="structure"/>
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<ParticleEmitter particle="largeplasma" particlespersecond="50"/>
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<ParticleEmitterHitStructure particle="plasmaspark" particlespersecond="100" anglemin="-40" anglemax="40" velocitymin="100" velocitymax="800"/>
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<ParticleEmitterHitItem particle="plasmaspark" particlespersecond="100" anglemin="-40" anglemax="40" velocitymin="100" velocitymax="800"/>
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<ParticleEmitterHitStructure particle="plasmasmoke" particlespersecond="3" anglemin="-5" anglemax="5" velocitymin="10" velocitymax="20"/>
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<ParticleEmitterHitItem particle="plasmasmoke" particlespersecond="3" anglemin="-5" anglemax="5" velocitymin="10" velocitymax="100"/>
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<ParticleEmitterHitCharacter particle="fleshsmoke" particlespersecond="3" anglemin="-5" anglemax="5" velocitymin="10" velocitymax="100"/>
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<StatusEffect type="OnUse" target="This" Condition="-1.0"/>
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<StatusEffect type="OnUse" target="This" Condition="-1.0"/>
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<sound file="alienweapon.ogg" type="OnUse" range="800.0" loop="true"/>
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<sound file="alienweapon.ogg" type="OnUse" range="800.0" loop="true"/>
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@@ -235,6 +235,14 @@ namespace Barotrauma.Items.Components
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Color.Red, Color.Green);
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Color.Red, Color.Green);
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if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
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if (progressBar != null) progressBar.Size = new Vector2(60.0f, 20.0f);
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Vector2 particlePos = ConvertUnits.ToDisplayUnits(pickedPosition);
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if (targetStructure.Submarine != null) particlePos += targetStructure.Submarine.DrawPosition;
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foreach (var emitter in ParticleEmitterHitStructure)
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{
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float particleAngle = item.body.Rotation + ((item.body.Dir > 0.0f) ? 0.0f : MathHelper.Pi);
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emitter.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
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}
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#endif
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#endif
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
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