v1.6.17.0 (Unto the Breach update)
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@@ -243,7 +243,7 @@ namespace Barotrauma.Items.Components
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IsActive = true;
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float baseReloadTime = reload;
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float weaponSkill = character.GetSkillLevel("weapons");
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float weaponSkill = character.GetSkillLevel(Tags.WeaponsSkill);
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bool applyReloadFailure = ReloadSkillRequirement > 0 && ReloadNoSkill > reload && weaponSkill < ReloadSkillRequirement;
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if (applyReloadFailure)
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@@ -291,6 +291,9 @@ namespace Barotrauma.Items.Components
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var lastProjectile = LastProjectile;
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if (lastProjectile != projectile)
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{
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//Note that we always snap the rope here, unlike when firing a rope from a turret.
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//That's because handheld RangedWeapons have some special logic for handling the rope,
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//which doesn't support multiple attached ropes (see Holdable.GetRope and the references to it)
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lastProjectile?.Item.GetComponent<Rope>()?.Snap();
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}
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float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier)) * WeaponDamageModifier;
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