new status effect tag added: "LuaHook", can be used to call lua hooks inside status effects
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@@ -377,6 +377,7 @@ namespace Barotrauma
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private readonly List<string> talentTriggers;
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private readonly List<int> giveExperiences;
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private readonly List<GiveSkill> giveSkills;
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private readonly List<string> luaHook;
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public float Duration => duration;
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@@ -431,6 +432,7 @@ namespace Barotrauma
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talentTriggers = new List<string>();
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giveExperiences = new List<int>();
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giveSkills = new List<GiveSkill>();
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luaHook = new List<string>();
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multiplyAfflictionsByMaxVitality = element.GetAttributeBool("multiplyafflictionsbymaxvitality", false);
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tags = new HashSet<string>(element.GetAttributeString("tags", "").Split(','));
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@@ -735,6 +737,9 @@ namespace Barotrauma
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case "giveskill":
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giveSkills.Add(new GiveSkill(subElement, parentDebugName));
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break;
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case "luahook":
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luaHook.Add(subElement.GetAttributeString("name", ""));
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break;
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}
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}
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InitProjSpecific(element, parentDebugName);
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@@ -1234,6 +1239,14 @@ namespace Barotrauma
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}
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}
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foreach (string luaHooks in luaHook)
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{
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var result = new LuaResult(GameMain.Lua.hook.Call(luaHooks, this, deltaTime, entity, targets, worldPosition));
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if (result.Bool())
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return;
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}
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Hull hull = GetHull(entity);
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Vector2 position = GetPosition(entity, targets, worldPosition);
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if (useItemCount > 0)
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