Build 0.18.0.0
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@@ -111,8 +111,9 @@ namespace Barotrauma.Items.Components
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ActivateNearbySleepingCharacters();
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reloadTimer = reload;
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reloadTimer /= (1f + character.GetStatValue(StatTypes.MeleeAttackSpeed));
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reloadTimer /= (1f + item.GetQualityModifier(Quality.StatType.StrikingSpeedMultiplier));
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reloadTimer /= 1f + character.GetStatValue(StatTypes.MeleeAttackSpeed);
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reloadTimer /= 1f + item.GetQualityModifier(Quality.StatType.StrikingSpeedMultiplier);
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character.AnimController.LockFlippingUntil = (float)Timing.TotalTime + reloadTimer;
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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall | Physics.CollisionItemBlocking;
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@@ -216,6 +217,10 @@ namespace Barotrauma.Items.Components
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{
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 3f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, hitPos, holdAngle + hitPos, aimMelee: true);
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if (ac.InWater)
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{
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ac.LockFlippingUntil = (float)Timing.TotalTime + Reload;
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}
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}
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else
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{
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