Fixed dedicated servers ignoring armor
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@@ -361,27 +361,28 @@ namespace Barotrauma
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hitArmor = true;
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hitArmor = true;
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totalArmorValue += wearable.WearableComponent.ArmorValue;
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totalArmorValue += wearable.WearableComponent.ArmorValue;
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}
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}
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}
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}
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#if CLIENT
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float bloodAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min((int)(amount * 2.0f), 20);
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DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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if (hitArmor)
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if (hitArmor)
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{
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{
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totalArmorValue = Math.Max(totalArmorValue, 0.0f);
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totalArmorValue = Math.Max(totalArmorValue, 0.0f);
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damageSoundType = DamageSoundType.LimbArmor;
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amount = Math.Max(0.0f, amount - totalArmorValue);
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amount = Math.Max(0.0f, amount - totalArmorValue);
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bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue);
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bleedingAmount = Math.Max(0.0f, bleedingAmount - totalArmorValue);
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}
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}
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#if CLIENT
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if (playSound)
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if (playSound)
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{
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{
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DamageSoundType damageSoundType = (damageType == DamageType.Blunt) ? DamageSoundType.LimbBlunt : DamageSoundType.LimbSlash;
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if (hitArmor)
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{
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damageSoundType = DamageSoundType.LimbArmor;
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}
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SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
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SoundPlayer.PlayDamageSound(damageSoundType, amount, position);
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}
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}
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float bloodParticleAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
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float bloodParticleAmount = hitArmor || bleedingAmount <= 0.0f ? 0 : (int)Math.Min(amount / 5, 10);
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float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
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float bloodParticleSize = MathHelper.Clamp(amount / 50.0f, 0.1f, 1.0f);
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