Faction Test v1.0.1.0
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@@ -223,7 +223,7 @@ namespace Barotrauma.Items.Components
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{
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UpdateSwingPos(deltaTime, out Vector2 swingPos);
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos + swingPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
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ac.HoldItem(deltaTime, item, handlePos, aimPos + swingPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos + aimAngle, aimMelee: true);
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if (ac.InWater)
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{
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ac.LockFlipping();
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@@ -445,7 +445,7 @@ namespace Barotrauma.Items.Components
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targetItem.Condition / targetItem.MaxCondition,
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emptyColor: GUIStyle.HealthBarColorLow,
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fullColor: GUIStyle.HealthBarColorHigh,
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textTag: targetItem.Name);
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textTag: targetItem.Prefab.ShowNameInHealthBar ? targetItem.Name : string.Empty);
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}
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#endif
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}
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@@ -472,8 +472,8 @@ namespace Barotrauma.Items.Components
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}
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if (GameMain.NetworkMember is { IsServer: true } server && targetEntity != null)
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{
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: null, targetCharacter, targetLimb, targetEntity));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: null, targetCharacter, targetLimb, targetEntity));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(conditionalActionType, targetItemComponent: null, targetCharacter, targetLimb, useTarget: targetEntity));
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server.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnUse, targetItemComponent: null, targetCharacter, targetLimb, useTarget: targetEntity));
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serverLogger ??= new System.Text.StringBuilder();
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serverLogger.Clear();
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serverLogger.Append($"{picker?.LogName} used {item.Name}");
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