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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@@ -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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