v1.5.7.0 (Summer Update)
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@@ -928,7 +928,7 @@ namespace Barotrauma
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public bool SectionIsLeakingFromOutside(int sectionIndex)
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{
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if (sectionIndex < 0 || sectionIndex >= Sections.Length) { return false; }
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return SectionIsLeaking(sectionIndex) && !Sections[sectionIndex].gap.IsRoomToRoom;
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return SectionIsLeaking(sectionIndex) && Sections[sectionIndex].gap is { IsRoomToRoom: false };
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}
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public int SectionLength(int sectionIndex)
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@@ -971,7 +971,7 @@ namespace Barotrauma
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float prevDamage = section.damage;
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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SetDamage(sectionIndex, section.damage + damage, attacker);
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SetDamage(sectionIndex, section.damage + damage, attacker, createWallDamageProjectiles: createWallDamageProjectiles);
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}
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#if CLIENT
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if (damage > 0 && emitParticles)
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@@ -1003,10 +1003,6 @@ namespace Barotrauma
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}
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}
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#endif
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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SetDamage(sectionIndex, section.damage + damage, attacker, createWallDamageProjectiles: createWallDamageProjectiles);
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}
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}
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public int FindSectionIndex(Vector2 displayPos, bool world = false, bool clamp = false)
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