Faction Test v1.0.1.0
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@@ -100,6 +100,9 @@ namespace Barotrauma.Items.Components
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[Serialize(false, IsPropertySaveable.No, description: "Can the item hit broken doors.")]
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public bool HitBrokenDoors { get; set; }
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[Serialize(false, IsPropertySaveable.No, description: "Should the tool ignore characters? Enabled e.g. for fire extinguisher.")]
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public bool IgnoreCharacters { get; set; }
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[Serialize(0.0f, IsPropertySaveable.No, description: "The probability of starting a fire somewhere along the ray fired from the barrel (for example, 0.1 = 10% chance to start a fire during a second of use).")]
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public float FireProbability { get; set; }
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@@ -313,7 +316,11 @@ namespace Barotrauma.Items.Components
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private readonly List<FireSource> fireSourcesInRange = new List<FireSource>();
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private void Repair(Vector2 rayStart, Vector2 rayEnd, float deltaTime, Character user, float degreeOfSuccess, List<Body> ignoredBodies)
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{
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var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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var collisionCategories = Physics.CollisionWall | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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if (!IgnoreCharacters)
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{
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collisionCategories |= Physics.CollisionCharacter;
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}
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//if the item can cut off limbs, activate nearby bodies to allow the raycast to hit them
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if (statusEffectLists != null)
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