Endworm attacks working, itemlabel text saving bugfix, deconstructors & fabricators need power, engine sprite, disable wire node dragging in character mode, only hit with one meleeweapon at a time, fixrequirement text overflow fix, mapentities can hace multiple categories, Gap.FindHull fix, Waypoint ladder & gap saving, stuff
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@@ -89,6 +89,7 @@ namespace Barotrauma
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private Character closestCharacter, selectedCharacter;
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protected bool isDead;
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private CauseOfDeath causeOfDeath;
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public readonly bool IsHumanoid;
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@@ -291,6 +292,11 @@ namespace Barotrauma
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get { return isDead; }
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}
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public CauseOfDeath CauseOfDeath
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{
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get { return causeOfDeath; }
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}
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public override Vector2 SimPosition
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{
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get { return AnimController.RefLimb.SimPosition; }
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@@ -915,7 +921,6 @@ namespace Barotrauma
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 100.0f))
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{
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PressureTimer += ((AnimController.CurrentHull == null) ?
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100.0f : AnimController.CurrentHull.LethalPressure) * deltaTime;
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@@ -1222,6 +1227,7 @@ namespace Barotrauma
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health = 0.0f;
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isDead = true;
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this.causeOfDeath = causeOfDeath;
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AnimController.movement = Vector2.Zero;
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AnimController.TargetMovement = Vector2.Zero;
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