Unstable 0.17.1.0
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@@ -178,11 +178,11 @@ namespace Barotrauma.Items.Components
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throwDone = true;
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IsActive = true;
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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if (GameMain.NetworkMember is { IsServer: true })
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{
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GameMain.NetworkMember.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnSecondaryUse, this, CurrentThrower.ID });
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GameMain.NetworkMember.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnSecondaryUse, this, CurrentThrower));
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}
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if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
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if (!(GameMain.NetworkMember is { IsClient: true }))
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{
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//Stun grenades, flares, etc. all have their throw-related things handled in "onSecondaryUse"
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ApplyStatusEffects(ActionType.OnSecondaryUse, deltaTime, CurrentThrower, user: CurrentThrower);
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