(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
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@@ -17,6 +17,8 @@ namespace Barotrauma.Items.Components
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private readonly List<string> fixableEntities;
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private Vector2 pickedPosition;
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private float activeTimer;
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private Vector2 debugRayStartPos, debugRayEndPos;
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[Serialize(0.0f, false)]
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public float Range { get; set; }
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@@ -156,7 +158,7 @@ namespace Barotrauma.Items.Components
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var collisionCategories = Physics.CollisionWall | Physics.CollisionCharacter | Physics.CollisionItem | Physics.CollisionLevel | Physics.CollisionRepair;
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if (RepairThroughWalls)
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{
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false);
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var bodies = Submarine.PickBodies(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true);
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foreach (Body body in bodies)
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{
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FixBody(user, deltaTime, degreeOfSuccess, body);
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@@ -164,7 +166,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false));
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FixBody(user, deltaTime, degreeOfSuccess, Submarine.PickBody(rayStart, rayEnd, ignoredBodies, collisionCategories, ignoreSensors: false, allowInsideFixture: true));
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}
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if (ExtinguishAmount > 0.0f && item.CurrentHull != null)
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@@ -247,6 +249,7 @@ namespace Barotrauma.Items.Components
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var levelResource = targetItem.GetComponent<LevelResource>();
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if (levelResource != null && levelResource.IsActive &&
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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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