Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -123,18 +123,18 @@ namespace Barotrauma.Items.Components
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if (aim)
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{
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throwPos = MathUtils.WrapAnglePi(System.Math.Min(throwPos + deltaTime * 5.0f, MathHelper.PiOver2));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos);
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, throwPos);
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}
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else
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{
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throwPos = 0;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, false, holdAngle);
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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}
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}
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else
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{
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throwPos = MathUtils.WrapAnglePi(throwPos - deltaTime * 15.0f);
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, throwPos);
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, throwPos);
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if (throwPos < 0)
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{
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@@ -169,8 +169,8 @@ namespace Barotrauma.Items.Components
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item.body.FarseerBody.IsBullet = true;
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midAir = true;
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ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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ac.GetLimb(LimbType.Head)?.body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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ac.GetLimb(LimbType.Torso)?.body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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Limb rightHand = ac.GetLimb(LimbType.RightHand);
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item.body.AngularVelocity = rightHand.body.AngularVelocity;
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