Build 0.18.0.0
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@@ -164,6 +164,8 @@ namespace Barotrauma.Items.Components
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public bool SwingWhenAiming { get; set; }
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[Editable, Serialize(false, IsPropertySaveable.No, description: "Should the item swing around when it's being used (for example, when firing a weapon or a welding tool).")]
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public bool SwingWhenUsing { get; set; }
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[Editable, Serialize(false, IsPropertySaveable.No)]
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public bool DisableHeadRotation { get; set; }
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[ConditionallyEditable(ConditionallyEditable.ConditionType.Attachable, MinValueFloat = 0.0f, MaxValueFloat = 0.999f, DecimalCount = 3), Serialize(0.55f, IsPropertySaveable.No, description: "Sprite depth that's used when the item is NOT attached to a wall.")]
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public float SpriteDepthWhenDropped
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@@ -180,11 +182,12 @@ namespace Barotrauma.Items.Components
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Pusher = null;
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if (element.GetAttributeBool("blocksplayers", false))
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{
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Pusher = new PhysicsBody(item.body.width, item.body.height, item.body.radius, item.body.Density)
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Pusher = new PhysicsBody(item.body.width, item.body.height, item.body.radius,
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item.body.Density,
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BodyType.Dynamic,
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Physics.CollisionItemBlocking,
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Physics.CollisionCharacter | Physics.CollisionProjectile)
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{
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BodyType = BodyType.Dynamic,
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CollidesWith = Physics.CollisionCharacter | Physics.CollisionProjectile,
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CollisionCategories = Physics.CollisionItemBlocking,
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Enabled = false,
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UserData = this
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};
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