Build 0.18.0.0
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@@ -24,7 +24,7 @@ namespace Barotrauma
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public bool IsAiming => wasAiming;
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public bool IsAimingMelee => wasAimingMelee;
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protected bool Aiming => aiming || aimingMelee;
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protected bool Aiming => aiming || aimingMelee || LockFlippingUntil > Timing.TotalTime && character.IsKeyDown(InputType.Aim);
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public float ArmLength => upperArmLength + forearmLength;
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@@ -275,6 +275,8 @@ namespace Barotrauma
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// We need some margin, because if a hatch has closed, it's possible that the height from floor is slightly negative.
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public bool IsAboveFloor => GetHeightFromFloor() > -0.1f;
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public float LockFlippingUntil;
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public void UpdateUseItem(bool allowMovement, Vector2 handWorldPos)
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{
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useItemTimer = 0.5f;
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@@ -380,18 +382,10 @@ namespace Barotrauma
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{
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//if holding two items that should control the characters' pose, let the item in the right hand do it
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bool anotherItemControlsPose = equippedInLefthand && rightHandItem != item && (rightHandItem?.GetComponent<Holdable>()?.ControlPose ?? false);
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if (!anotherItemControlsPose)
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if (!anotherItemControlsPose && TargetMovement == Vector2.Zero && inWater)
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{
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var head = GetLimb(LimbType.Head);
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if (head != null)
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{
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head.body.SmoothRotate(itemAngle, force: 30 * head.Mass);
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}
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if (TargetMovement == Vector2.Zero && inWater)
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{
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torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
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torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
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}
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torso.body.AngularVelocity -= torso.body.AngularVelocity * 0.1f;
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torso.body.ApplyForce(torso.body.LinearVelocity * -0.5f);
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}
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aiming = true;
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}
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