v1.6.17.0 (Unto the Breach update)

This commit is contained in:
Regalis11
2024-10-22 17:29:04 +03:00
parent e74b3cdb17
commit 6e6c17e100
417 changed files with 17166 additions and 5870 deletions
@@ -243,7 +243,7 @@ namespace Barotrauma.Items.Components
IsActive = true;
float baseReloadTime = reload;
float weaponSkill = character.GetSkillLevel("weapons");
float weaponSkill = character.GetSkillLevel(Tags.WeaponsSkill);
bool applyReloadFailure = ReloadSkillRequirement > 0 && ReloadNoSkill > reload && weaponSkill < ReloadSkillRequirement;
if (applyReloadFailure)
@@ -291,6 +291,9 @@ namespace Barotrauma.Items.Components
var lastProjectile = LastProjectile;
if (lastProjectile != projectile)
{
//Note that we always snap the rope here, unlike when firing a rope from a turret.
//That's because handheld RangedWeapons have some special logic for handling the rope,
//which doesn't support multiple attached ropes (see Holdable.GetRope and the references to it)
lastProjectile?.Item.GetComponent<Rope>()?.Snap();
}
float damageMultiplier = (1f + item.GetQualityModifier(Quality.StatType.FirepowerMultiplier)) * WeaponDamageModifier;