Build 0.18.0.0
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@@ -103,7 +103,7 @@ namespace Barotrauma.Particles
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{
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return debugName;
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}
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public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null, bool drawOnTop = false, float collisionIgnoreTimer = 0f, Tuple<Vector2, Vector2> tracerPoints = null)
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public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null, bool drawOnTop = false, float collisionIgnoreTimer = 0f, float lifeTimeMultiplier = 1f, Tuple<Vector2, Vector2> tracerPoints = null)
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{
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this.prefab = prefab;
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#if DEBUG
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@@ -149,13 +149,13 @@ namespace Barotrauma.Particles
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if (prefab.LifeTimeMin <= 0.0f)
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{
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totalLifeTime = prefab.LifeTime;
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lifeTime = prefab.LifeTime;
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totalLifeTime = prefab.LifeTime * lifeTimeMultiplier;
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lifeTime = prefab.LifeTime * lifeTimeMultiplier;
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}
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else
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{
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totalLifeTime = Rand.Range(prefab.LifeTimeMin, prefab.LifeTime);
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lifeTime = totalLifeTime;
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totalLifeTime = Rand.Range(prefab.LifeTimeMin, prefab.LifeTime) * lifeTimeMultiplier;
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lifeTime = totalLifeTime * lifeTimeMultiplier;
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}
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startDelay = Rand.Range(prefab.StartDelayMin, prefab.StartDelayMax);
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