Unstable 0.17.1.0
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@@ -230,7 +230,7 @@ namespace Barotrauma.Items.Components
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{
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ApplyStatusEffects(ActionType.OnFailure, 1.0f, CurrentFixer);
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#if SERVER
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GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFailure, this, CurrentFixer.ID });
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GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnFailure, this, CurrentFixer));
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#endif
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}
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}
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@@ -256,10 +256,10 @@ namespace Barotrauma.Items.Components
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if (!CheckCharacterSuccess(character, bestRepairItem))
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{
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GameServer.Log($"{GameServer.CharacterLogName(character)} failed to {(action == FixActions.Sabotage ? "sabotage" : "repair")} {item.Name}", ServerLog.MessageType.ItemInteraction);
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GameMain.Server?.CreateEntityEvent(item, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFailure, this, character.ID });
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GameMain.Server?.CreateEntityEvent(item, new Item.ApplyStatusEffectEventData(ActionType.OnFailure, this, character));
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if (bestRepairItem != null && bestRepairItem.GetComponent<Holdable>() is Holdable h)
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{
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GameMain.Server?.CreateEntityEvent(bestRepairItem, new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnFailure, h, character.ID });
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GameMain.Server?.CreateEntityEvent(bestRepairItem, new Item.ApplyStatusEffectEventData(ActionType.OnFailure, h, character));
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}
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return false;
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