Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
This commit is contained in:
@@ -179,9 +179,6 @@ namespace Barotrauma
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public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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Rectangle indices = Rectangle.Empty;
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indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize) - 1;
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if (indices.X >= sprites.GetLength(0)) return;
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@@ -189,7 +186,6 @@ namespace Barotrauma
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indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize) - 1;
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if (indices.Y >= sprites.GetLength(1)) return;
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indices.Width = (int)Math.Ceiling(cam.WorldView.Right / (float)GridSize) + 1;
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if (indices.Width < 0) return;
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indices.Height = (int)Math.Ceiling(cam.WorldView.Y / (float)GridSize) + 1;
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@@ -212,9 +208,6 @@ namespace Barotrauma
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}
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}
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}
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sw.Stop();
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Debug.WriteLine(sw.ElapsedMilliseconds + " - "+sw.ElapsedTicks);
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}
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private BackgroundSpritePrefab GetRandomPrefab()
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@@ -219,17 +219,7 @@ namespace Barotrauma
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}
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protected void Apply(float deltaTime, Entity entity, List<IPropertyObject> targets)
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{
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if (explosion != null) explosion.Explode(entity.WorldPosition);
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if (FireSize > 0.0f)
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{
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var fire = new FireSource(entity.WorldPosition);
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fire.Size = new Vector2(FireSize, fire.Size.Y);
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}
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{
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if (sound != null) sound.Play(1.0f, 1000.0f, entity.WorldPosition);
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if (useItem)
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@@ -259,8 +249,16 @@ namespace Barotrauma
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ApplyToProperty(property, propertyEffects[i], deltaTime);
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}
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}
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}
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if (explosion != null) explosion.Explode(entity.WorldPosition);
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if (FireSize > 0.0f)
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{
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var fire = new FireSource(entity.WorldPosition);
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fire.Size = new Vector2(FireSize, fire.Size.Y);
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}
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}
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private IEnumerable<object> ApplyToPropertyOverDuration(float duration, ObjectProperty property, object value)
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@@ -12,13 +12,18 @@ using Barotrauma.Items.Components;
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using System.ComponentModel;
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using System.Collections.ObjectModel;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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namespace Barotrauma
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{
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public enum ActionType
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{
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Always, OnPicked, OnWearing, OnContaining, OnContained, OnActive, OnUse, OnFailure, OnBroken, OnFire, InWater
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Always, OnPicked, OnUse,
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OnWearing, OnContaining, OnContained,
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OnActive, OnFailure, OnBroken,
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OnFire, InWater,
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OnImpact
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}
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class Item : MapEntity, IDamageable, IPropertyObject
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@@ -109,6 +114,11 @@ namespace Barotrauma
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get { return prefab.Description; }
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}
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public float ImpactTolerance
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{
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get { return prefab.ImpactTolerance; }
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}
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public override Sprite Sprite
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{
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get { return prefab.sprite; }
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@@ -383,6 +393,12 @@ namespace Barotrauma
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}
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}
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//containers need to handle collision events to notify items inside them about the impact
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if (ImpactTolerance > 0.0f || GetComponent<ItemContainer>() != null)
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{
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if (body != null) body.FarseerBody.OnCollision += OnCollision;
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}
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InsertToList();
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ItemList.Add(this);
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}
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@@ -729,6 +745,27 @@ namespace Barotrauma
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body.ApplyTorque(body.AngularVelocity * volume * -0.05f);
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}
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private bool OnCollision(Fixture f1, Fixture f2, Contact contact)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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float impact = Vector2.Dot(f1.Body.LinearVelocity, -normal);
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if (ImpactTolerance > 0.0f && impact > ImpactTolerance) ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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var containedItems = ContainedItems;
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if (containedItems != null)
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{
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foreach (Item contained in containedItems)
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{
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if (contained.body == null) continue;
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contained.OnCollision(f1, f2, contact);
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}
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}
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return true;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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Color color = (isSelected && editing) ? color = Color.Red : spriteColor;
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@@ -45,6 +45,8 @@ namespace Barotrauma
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public readonly bool FireProof;
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private float impactTolerance;
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public string ConfigFile
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{
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get { return configFile; }
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@@ -87,6 +89,13 @@ namespace Barotrauma
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get { return offsetOnSelected; }
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}
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public float ImpactTolerance
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{
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get { return impactTolerance; }
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set { impactTolerance = Math.Max(value, 0.0f); }
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}
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public bool CanUseOnSelf
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{
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get;
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@@ -213,7 +222,9 @@ namespace Barotrauma
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CanUseOnSelf = ToolBox.GetAttributeBool(element, "canuseonself", false);
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FireProof = ToolBox.GetAttributeBool(element, "fireproof", false);
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FireProof = ToolBox.GetAttributeBool(element, "fireproof", false);
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ImpactTolerance = ToolBox.GetAttributeFloat(element, "impacttolerance", 0.0f);
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string categoriesStr = ToolBox.GetAttributeString(element, "category", "Misc");
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@@ -39,8 +39,6 @@ namespace Barotrauma
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{
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GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
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Vector2.Zero, 0.0f, hull);
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}
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for (int i = 0; i < attack.Range * 0.1f; i++)
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@@ -79,6 +77,21 @@ namespace Barotrauma
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ApplyExplosionForces(worldPosition, attack.Range, force, attack.GetDamage(1.0f), attack.Stun);
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if (flames)
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{
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
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//if (item.ParentInventory != null) return;
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if (Vector2.Distance(item.WorldPosition, worldPosition) > attack.Range * 0.1f) continue;
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//item.Condition -= (float)Math.Sqrt(size.X) * deltaTime;
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item.ApplyStatusEffects(ActionType.OnFire, 1.0f);
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}
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}
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}
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private IEnumerable<object> DimLight()
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@@ -250,7 +250,7 @@ namespace Barotrauma
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
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if (item.ParentInventory != null) return;
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//if (item.ParentInventory != null) return;
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float range = (float)Math.Sqrt(size.X) * 10.0f;
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if (item.Position.X < position.X - range || item.Position.X > position.X + size.X + range) continue;
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@@ -492,10 +492,10 @@ namespace Barotrauma
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits(lastContactPoint));
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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Vector2 limbForce = direction * impact * 0.5f;
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Vector2 impulse = direction * impact * 0.5f;
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float length = limbForce.Length();
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if (length > 5.0f) limbForce = (limbForce / length) * 5.0f;
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float length = impulse.Length();
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if (length > 5.0f) impulse = (impulse / length) * 5.0f;
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foreach (Character c in Character.CharacterList)
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{
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@@ -506,10 +506,17 @@ namespace Barotrauma
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (c.AnimController.LowestLimb == limb) continue;
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limb.body.ApplyLinearImpulse(limb.Mass * limbForce);
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limb.body.ApplyLinearImpulse(limb.Mass * impulse);
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}
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}
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foreach (Item item in Item.ItemList)
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{
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if (item.Submarine != submarine || item.CurrentHull == null || item.body == null) continue;
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item.body.ApplyLinearImpulse(item.body.Mass * impulse);
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}
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Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
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}
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