v1.6.17.0 (Unto the Breach update)
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@@ -258,10 +258,7 @@ namespace Barotrauma
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{
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get
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{
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if (!mouthPos.HasValue)
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{
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mouthPos = Params.MouthPos;
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}
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mouthPos ??= Params.MouthPos;
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return mouthPos.Value;
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}
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set
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@@ -366,7 +363,7 @@ namespace Barotrauma
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if (isSevered)
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{
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ragdoll.SubtractMass(this);
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if (type == LimbType.Head)
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if (type == LimbType.Head && character.Params.Health.DieFromBeheading)
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{
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character.Kill(CauseOfDeathType.Unknown, null);
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}
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@@ -386,10 +383,18 @@ namespace Barotrauma
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public Submarine Submarine => character?.Submarine;
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private bool _hidden;
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public bool Hidden
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{
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get => Params.Hide;
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set => Params.Hide = value;
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get => _hidden || Params.Hide;
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set => _hidden = value;
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}
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// Just a wrapper for Hidden, but both can be used via status effects, so it's not safe to remove it.
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public bool Hide
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{
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get => Hidden;
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set => Hidden = value;
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}
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public Vector2 WorldPosition
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@@ -636,7 +641,7 @@ namespace Barotrauma
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//if (character.Params.CanInteract) { return false; }
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if (this == character.AnimController.MainLimb) { return false; }
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bool canBeSevered = Params.CanBeSeveredAlive;
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if (character.AnimController.CanWalk)
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if (character.AnimController.CanWalk && !character.Params.Health.AllowSeveringLegs)
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{
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switch (type)
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{
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@@ -671,7 +676,7 @@ namespace Barotrauma
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this.character = character;
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this.Params = limbParams;
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dir = Direction.Right;
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body = new PhysicsBody(limbParams);
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body = new PhysicsBody(limbParams, findNewContacts: false);
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type = limbParams.Type;
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IgnoreCollisions = limbParams.IgnoreCollisions;
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body.UserData = this;
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@@ -937,7 +942,7 @@ namespace Barotrauma
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severedFadeOutTimer = SeveredFadeOutTime;
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}
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}
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else if (!IsDead)
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else if (!IsDead && (character.IsPlayer || character.AIState is not AIState.PlayDead))
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{
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if (Params.BlinkFrequency > 0)
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{
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@@ -989,6 +994,7 @@ namespace Barotrauma
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public void ReEnable()
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{
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if (!temporarilyDisabled) { return; }
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temporarilyDisabled = false;
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Hidden = false;
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Disabled = false;
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IgnoreCollisions = originalIgnoreCollisions;
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@@ -1008,6 +1014,8 @@ namespace Barotrauma
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float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos));
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bool wasRunning = attack.IsRunning;
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attack.UpdateAttackTimer(deltaTime, character);
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attack.DamageMultiplier = 1.0f + character.GetStatValue(attack.Ranged ? StatTypes.NaturalRangedAttackMultiplier : StatTypes.NaturalMeleeAttackMultiplier);
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if (attack.Blink)
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{
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if (attack.ForceOnLimbIndices != null && attack.ForceOnLimbIndices.Any())
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@@ -1434,6 +1442,7 @@ namespace Barotrauma
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public void Remove()
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{
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ragdoll.SubtractMass(this);
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body?.Remove();
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body = null;
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if (pullJoint != null)
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