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
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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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