Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
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@@ -334,6 +334,7 @@ namespace Barotrauma.Items.Components
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if (targetLimb.character.IgnoreMeleeWeapons) { return false; }
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var targetCharacter = targetLimb.character;
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if (targetCharacter == picker) { return false; }
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if (HitFriendlyTarget(targetCharacter)) { return false; }
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetCharacter)) { return false; }
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@@ -348,7 +349,7 @@ namespace Barotrauma.Items.Components
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{
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if (targetCharacter == picker || targetCharacter == User) { return false; }
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if (targetCharacter.IgnoreMeleeWeapons) { return false; }
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targetLimb = targetCharacter.AnimController.GetLimb(LimbType.Torso); //Otherwise armor can be bypassed in strange ways
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if (HitFriendlyTarget(targetCharacter)) { return false; }
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if (AllowHitMultiple)
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{
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if (hitTargets.Contains(targetCharacter)) { return false; }
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@@ -395,10 +396,22 @@ namespace Barotrauma.Items.Components
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{
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return false;
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}
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impactQueue.Enqueue(f2);
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return true;
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// Prevent bots from hitting friendly targets.
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bool HitFriendlyTarget(Character target)
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{
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if (User.IsPlayer) { return false; }
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if (User.AIController is HumanAIController { Enabled: true } humanAI)
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{
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if (humanAI.ObjectiveManager.CurrentObjective is AIObjectiveCombat combat && combat.Enemy != target)
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{
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if (humanAI.IsFriendly(target, onlySameTeam: true)) { return true; }
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}
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}
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return false;
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}
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}
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private System.Text.StringBuilder serverLogger;
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