Fixed OnBroken & OnImpact statuseffects not being applied client-side
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@@ -381,6 +381,7 @@ namespace Barotrauma
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(components[containerIndex] as ItemContainer).Inventory.ClientRead(type, msg, sendingTime);
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(components[containerIndex] as ItemContainer).Inventory.ClientRead(type, msg, sendingTime);
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break;
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break;
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case NetEntityEvent.Type.Status:
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case NetEntityEvent.Type.Status:
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float prevCondition = condition;
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condition = msg.ReadSingle();
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condition = msg.ReadSingle();
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if (FixRequirements.Count > 0)
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if (FixRequirements.Count > 0)
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{
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{
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@@ -395,6 +396,11 @@ namespace Barotrauma
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FixRequirements[i].Fixed = true;
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FixRequirements[i].Fixed = true;
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}
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}
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}
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}
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if (prevCondition > 0.0f && condition <= 0.0f)
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{
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ApplyStatusEffects(ActionType.OnBroken, 1.0f);
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}
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break;
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break;
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case NetEntityEvent.Type.ApplyStatusEffect:
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case NetEntityEvent.Type.ApplyStatusEffect:
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ActionType actionType = (ActionType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1);
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ActionType actionType = (ActionType)msg.ReadRangedInteger(0, Enum.GetValues(typeof(ActionType)).Length - 1);
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@@ -960,6 +960,7 @@ namespace Barotrauma
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if (ImpactTolerance > 0.0f && impact > ImpactTolerance)
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if (ImpactTolerance > 0.0f && impact > ImpactTolerance)
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{
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{
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ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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GameMain.Server?.CreateEntityEvent(this, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnImpact });
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}
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}
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var containedItems = ContainedItems;
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var containedItems = ContainedItems;
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