Release v0.15.13.0
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@@ -510,14 +510,14 @@ namespace Barotrauma.MapCreatures.Behavior
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List<BallastFloraBranch> list = branches[hull];
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if (!list.Any(HasAcidEmitter))
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{
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BallastFloraBranch randomBranh = branches[hull].GetRandom();
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randomBranh.SpawningItem = true;
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BallastFloraBranch randomBranch = branches[hull].GetRandom();
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randomBranch.SpawningItem = true;
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ItemPrefab prefab = ItemPrefab.Find(null, AttackItemPrefab);
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Entity.Spawner?.AddToSpawnQueue(prefab, Parent.Position + Offset + randomBranh.Position, Parent.Submarine, null, item =>
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Entity.Spawner?.AddToSpawnQueue(prefab, Parent.Position + Offset + randomBranch.Position, Parent.Submarine, onSpawned: item =>
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{
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randomBranh.AttackItem = item;
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randomBranh.SpawningItem = false;
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randomBranch.AttackItem = item;
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randomBranch.SpawningItem = false;
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});
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}
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