- clients only apply OnImpact statuseffects on items when the server says so
- fixed characters occasionally teleporting partially inside walls in mp - made it easier to drag characters while swimming
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@@ -915,22 +915,31 @@ namespace Barotrauma
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Limb leftHand = GetLimb(LimbType.LeftHand);
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Limb rightHand = GetLimb(LimbType.RightHand);
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//only grab with one hand when swimming
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leftHand.Disabled = true;
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rightHand.Disabled = true;
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if (!inWater) rightHand.Disabled = true;
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for (int i = 0; i < 2; i++ )
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{
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LimbType type = i == 0 ? rightHandTarget : leftHandTarget;
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LimbType type = i == 0 ? leftHandTarget: rightHandTarget;
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Limb targetLimb = target.AnimController.GetLimb(type);
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Limb pullLimb = GetLimb(i == 0 ? LimbType.RightHand : LimbType.LeftHand);
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Limb pullLimb = GetLimb(i == 0 ?LimbType.LeftHand: LimbType.RightHand);
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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pullLimb.pullJoint.MaxForce = 500.0f;
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if (i==1 && inWater)
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{
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targetLimb.pullJoint.Enabled = false;
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}
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else
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{
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pullLimb.pullJoint.Enabled = true;
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pullLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition;
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pullLimb.pullJoint.MaxForce = 100.0f;
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition;
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}
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targetLimb.pullJoint.Enabled = true;
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targetLimb.pullJoint.WorldAnchorB = pullLimb.SimPosition;
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}
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@@ -1142,8 +1151,8 @@ namespace Barotrauma
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case LimbType.LeftArm:
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case LimbType.RightHand:
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case LimbType.RightArm:
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mirror = true;
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flipAngle = true;
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mirror = !inWater;
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flipAngle = !inWater;
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break;
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case LimbType.LeftThigh:
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case LimbType.LeftLeg:
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