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@@ -22,7 +22,7 @@ namespace Barotrauma.Items.Components
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}
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}
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const float MaxAttachDistance = 150.0f;
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private const float MaxAttachDistance = ItemPrefab.DefaultInteractDistance * 0.95f;
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//the position(s) in the item that the Character grabs
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protected Vector2[] handlePos;
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@@ -731,10 +731,24 @@ namespace Barotrauma.Items.Components
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mouseDiff = mouseDiff.ClampLength(MaxAttachDistance);
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Vector2 userPos = useWorldCoordinates ? user.WorldPosition : user.Position;
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Vector2 attachPos = userPos + mouseDiff;
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if (user.Submarine == null && Level.Loaded != null)
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if (user.Submarine != null)
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{
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if (Submarine.PickBody(
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ConvertUnits.ToSimUnits(user.Position),
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ConvertUnits.ToSimUnits(user.Position + mouseDiff), collisionCategory: Physics.CollisionWall) != null)
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{
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attachPos = userPos + mouseDiff * Submarine.LastPickedFraction;
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//round down if we're placing on the right side and vice versa: ensures we don't round the position inside a wall
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return
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new Vector2(
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mouseDiff.X > 0 ? (float)Math.Floor(attachPos.X / Submarine.GridSize.X) * Submarine.GridSize.X : (float)Math.Ceiling(attachPos.X / Submarine.GridSize.X) * Submarine.GridSize.X,
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mouseDiff.Y > 0 ? (float)Math.Floor(attachPos.Y / Submarine.GridSize.Y) * Submarine.GridSize.X : (float)Math.Ceiling(attachPos.Y / Submarine.GridSize.Y) * Submarine.GridSize.Y);
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}
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}
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else if (Level.Loaded != null)
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{
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bool edgeFound = false;
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foreach (var cell in Level.Loaded.GetCells(attachPos))
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@@ -112,7 +112,7 @@ namespace Barotrauma.Items.Components
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reloadTimer = reload;
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reloadTimer /= 1f + character.GetStatValue(StatTypes.MeleeAttackSpeed);
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reloadTimer /= 1f + item.GetQualityModifier(Quality.StatType.StrikingSpeedMultiplier);
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character.AnimController.LockFlippingUntil = (float)Timing.TotalTime + reloadTimer;
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character.AnimController.LockFlippingUntil = (float)Timing.TotalTime + reloadTimer * 0.9f;
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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionItemBlocking;
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@@ -514,7 +514,7 @@ namespace Barotrauma.Items.Components
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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{
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if (Rand.Range(0.0f, 1.0f) < FireProbability * deltaTime)
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if (Rand.Range(0.0f, 1.0f) < FireProbability * deltaTime && item.CurrentHull != null)
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{
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(rayStart + (rayEnd - rayStart) * lastPickedFraction * 0.9f);
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if (item.CurrentHull.Submarine != null) { displayPos += item.CurrentHull.Submarine.Position; }
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