v2.6.1
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@@ -283,7 +283,6 @@ namespace Barotrauma
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case AttackType.PinchCCW:
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float dir = (limb.attack.Type == AttackType.PinchCW) ? 1.0f : -1.0f;
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float dist = Vector2.Distance(limb.SimPosition, attackPosition);
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if (wallAttackPos != Vector2.Zero && targetEntity != null)
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{
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@@ -302,6 +301,7 @@ namespace Barotrauma
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break;
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}
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float dist = Vector2.Distance(limb.SimPosition, damageTarget.SimPosition);
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if (dist < limb.attack.Range * 0.5f)
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{
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attackTimer += deltaTime;
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