(bf212a41f) v0.9.2.0 pre-release test version
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@@ -182,7 +182,7 @@ namespace Barotrauma.Items.Components
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}
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partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage)
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partial void SetState(bool open, bool isNetworkMessage, bool sendNetworkMessage, bool forcedOpen)
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{
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if (isStuck ||
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(PredictedState == null && isOpen == open) ||
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@@ -200,12 +200,16 @@ namespace Barotrauma.Items.Components
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//sent by the server, or reverting it back to its old state if no msg from server was received
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PredictedState = open;
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resetPredictionTimer = CorrectionDelay;
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if (stateChanged) PlaySound(ActionType.OnUse, item.WorldPosition);
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if (stateChanged) PlaySound(forcedOpen ? ActionType.OnPicked : ActionType.OnUse, item.WorldPosition);
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}
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else
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{
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isOpen = open;
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if (!isNetworkMessage || open != PredictedState) PlaySound(ActionType.OnUse, item.WorldPosition);
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if (!isNetworkMessage || open != PredictedState)
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{
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StopPicking(null);
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PlaySound(forcedOpen ? ActionType.OnPicked : ActionType.OnUse, item.WorldPosition);
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}
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}
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//opening a partially stuck door makes it less stuck
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@@ -217,7 +221,9 @@ namespace Barotrauma.Items.Components
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{
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base.ClientRead(type, msg, sendingTime);
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SetState(msg.ReadBoolean(), isNetworkMessage: true, sendNetworkMessage: false);
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bool open = msg.ReadBoolean();
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bool forcedOpen = msg.ReadBoolean();
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SetState(open, isNetworkMessage: true, sendNetworkMessage: false, forcedOpen: forcedOpen);
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Stuck = msg.ReadRangedSingle(0.0f, 100.0f, 8);
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PredictedState = null;
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