Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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@@ -479,8 +479,8 @@ namespace Barotrauma
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//ApplyStatusEffect(effect, type, deltaTime, this);
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if (effect.Targets.HasFlag(StatusEffect.TargetType.Character)) targets.Add(character);
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//effect.Apply(type, deltaTime, null, character);
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//ApplyStatusEffect(effect, type, deltaTime, null, character, limb);
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//effect.Apply(type, deltaTime, null, Character);
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//ApplyStatusEffect(effect, type, deltaTime, null, Character, limb);
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if (container != null && effect.Targets.HasFlag(StatusEffect.TargetType.Parent)) targets.Add(container);
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//{
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@@ -803,7 +803,7 @@ namespace Barotrauma
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}
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}
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/// <param name="position">Position of the character doing the pick, only items that are close enough to this are checked</param>
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/// <param name="position">Position of the Character doing the pick, only items that are close enough to this are checked</param>
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/// <param name="pickPosition">the item closest to pickPosition is returned</param>
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/// <param name="hull">If a hull is specified, only items within that hull are checked</param>
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public static Item FindPickable(Vector2 position, Vector2 pickPosition, Hull hull = null, Item[] ignoredItems=null)
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@@ -1171,7 +1171,7 @@ namespace Barotrauma
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Item item = new Item(rect, ip);
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item.ID = (ushort)int.Parse(element.Attribute("ID").Value);
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item.linkedToID = new List<int>();
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item.linkedToID = new List<ushort>();
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foreach (XAttribute attribute in element.Attributes())
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{
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@@ -1198,7 +1198,7 @@ namespace Barotrauma
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string[] linkedToIds = linkedToString.Split(',');
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for (int i = 0; i<linkedToIds.Length;i++)
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{
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item.linkedToID.Add(int.Parse(linkedToIds[i]));
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item.linkedToID.Add((ushort)int.Parse(linkedToIds[i]));
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}
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}
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