Release v0.15.12.0
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@@ -523,7 +523,20 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffectsOnTarget(user, deltaTime, ActionType.OnUse, new ISerializableEntity[] { targetStructure });
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FixStructureProjSpecific(user, deltaTime, targetStructure, sectionIndex);
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targetStructure.AddDamage(sectionIndex, -StructureFixAmount * degreeOfSuccess, user);
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float structureFixAmount = StructureFixAmount;
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if (structureFixAmount >= 0f)
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{
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structureFixAmount *= 1 + user.GetStatValue(StatTypes.RepairToolStructureRepairMultiplier);
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structureFixAmount *= 1 + item.GetQualityModifier(Quality.StatType.RepairToolStructureRepairMultiplier);
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}
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else
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{
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structureFixAmount *= 1 + user.GetStatValue(StatTypes.RepairToolStructureDamageMultiplier);
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structureFixAmount *= 1 + item.GetQualityModifier(Quality.StatType.RepairToolStructureDamageMultiplier);
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}
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targetStructure.AddDamage(sectionIndex, -structureFixAmount * degreeOfSuccess, user);
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//if the next section is small enough, apply the effect to it as well
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//(to make it easier to fix a small "left-over" section)
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@@ -535,7 +548,7 @@ namespace Barotrauma.Items.Components
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(nextSectionLength > 0 && nextSectionLength < Structure.WallSectionSize * 0.3f))
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{
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//targetStructure.HighLightSection(sectionIndex + i);
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targetStructure.AddDamage(sectionIndex + i, -StructureFixAmount * degreeOfSuccess);
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targetStructure.AddDamage(sectionIndex + i, -structureFixAmount * degreeOfSuccess);
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}
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}
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return true;
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@@ -606,7 +619,8 @@ namespace Barotrauma.Items.Components
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levelResource.requiredItems.Any() &&
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levelResource.HasRequiredItems(user, addMessage: false))
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{
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levelResource.DeattachTimer += deltaTime;
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float addedDetachTime = deltaTime * (1f + user.GetStatValue(StatTypes.RepairToolDeattachTimeMultiplier)) * (1f + item.GetQualityModifier(Quality.StatType.RepairToolDeattachTimeMultiplier));
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levelResource.DeattachTimer += addedDetachTime;
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#if CLIENT
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Character.Controlled?.UpdateHUDProgressBar(
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this,
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@@ -698,7 +712,7 @@ namespace Barotrauma.Items.Components
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humanAnim.Crouching = true;
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}
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}
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if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.inWater))
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if (dist > reach * 0.8f || dist > reach * 0.5f && character.AnimController.Limbs.Any(l => l.InWater))
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{
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// Steer closer
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if (character.AIController.SteeringManager is IndoorsSteeringManager indoorSteering)
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