Unstable 0.17.0.0
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@@ -18,56 +18,56 @@ namespace Barotrauma.Items.Components
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private float raycastTimer;
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private const float RayCastInterval = 0.2f;
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[Serialize(0.0f, false, description: "How much force is applied to pull the projectile the rope is attached to.")]
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[Serialize(0.0f, IsPropertySaveable.No, description: "How much force is applied to pull the projectile the rope is attached to.")]
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public float ProjectilePullForce
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "How much force is applied to pull the target the rope is attached to.")]
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[Serialize(0.0f, IsPropertySaveable.No, description: "How much force is applied to pull the target the rope is attached to.")]
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public float TargetPullForce
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{
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get;
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set;
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}
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[Serialize(0.0f, false, description: "How much force is applied to pull the source the rope is attached to.")]
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[Serialize(0.0f, IsPropertySaveable.No, description: "How much force is applied to pull the source the rope is attached to.")]
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public float SourcePullForce
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{
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get;
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set;
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}
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[Serialize(1000.0f, false, description: "How far the source item can be from the projectile until the rope breaks.")]
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[Serialize(1000.0f, IsPropertySaveable.No, description: "How far the source item can be from the projectile until the rope breaks.")]
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public float MaxLength
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{
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get;
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set;
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}
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[Serialize(true, false, description: "Should the rope snap when it collides with a structure/submarine (if not, it will just go through it).")]
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[Serialize(true, IsPropertySaveable.No, description: "Should the rope snap when it collides with a structure/submarine (if not, it will just go through it).")]
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public bool SnapOnCollision
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{
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get;
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set;
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}
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[Serialize(true, false, description: "Should the rope snap when the character drops the aim?")]
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[Serialize(true, IsPropertySaveable.No, description: "Should the rope snap when the character drops the aim?")]
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public bool SnapWhenNotAimed
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{
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get;
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set;
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}
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[Serialize(30.0f, false, description: "How much mass is required for the target to pull the source towards it. Static and kinematic targets are always treated heavy enough.")]
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[Serialize(30.0f, IsPropertySaveable.No, description: "How much mass is required for the target to pull the source towards it. Static and kinematic targets are always treated heavy enough.")]
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public float TargetMinMass
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, IsPropertySaveable.No)]
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public bool LerpForces
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{
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get;
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@@ -102,12 +102,12 @@ namespace Barotrauma.Items.Components
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}
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}
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public Rope(Item item, XElement element) : base(item, element)
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public Rope(Item item, ContentXElement element) : base(item, element)
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{
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InitProjSpecific(element);
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}
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partial void InitProjSpecific(XElement element);
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partial void InitProjSpecific(ContentXElement element);
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public void Snap() => Snapped = true;
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