aeafa16...4d3cf73
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@@ -438,7 +438,7 @@ namespace Barotrauma.Items.Components
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GameServer.Log(character.LogName + " attached " + item.Name + " to a wall", ServerLog.MessageType.ItemInteraction);
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}
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#endif
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item.Drop();
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item.Drop(character);
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}
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AttachToWall();
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@@ -294,9 +294,10 @@ namespace Barotrauma.Items.Components
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character.CursorPosition = leak.Position;
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character.SetInput(InputType.Aim, false, true);
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if (VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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// Press the trigger only when the tool is approximately facing the target.
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// If the character is climbing, ignore the check, because we cannot aim while climbing.
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if (character.IsClimbing || VectorExtensions.Angle(VectorExtensions.Forward(item.body.TransformedRotation), fromItemToLeak) < MathHelper.PiOver4)
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{
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// Press the trigger only when the tool is approximately facing the target.
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Use(deltaTime, character);
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}
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@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
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GameServer.Log(picker.LogName + " threw " + item.Name, ServerLog.MessageType.ItemInteraction);
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#endif
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item.Drop();
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item.Drop(picker);
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item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
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ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
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