Build 0.18.0.0
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@@ -40,7 +40,7 @@ namespace Barotrauma.Items.Components
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public override bool Use(float deltaTime, Character character = null)
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{
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if (character == null || character.Removed) return false;
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if (character == null || character.Removed) { return false; }
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if (!character.IsKeyDown(InputType.Aim) || character.Stun > 0.0f) { return false; }
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IsActive = true;
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@@ -55,12 +55,11 @@ namespace Barotrauma.Items.Components
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if (UsableIn == UseEnvironment.Water) { return true; }
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}
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Vector2 dir = Vector2.Normalize(character.CursorPosition - character.Position);
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//move upwards if the cursor is at the position of the character
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if (!MathUtils.IsValid(dir)) dir = Vector2.UnitY;
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Vector2 dir = character.CursorPosition - character.Position;
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if (!MathUtils.IsValid(dir)) { return true; }
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float length = 200;
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dir = dir.ClampLength(length) / length;
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Vector2 propulsion = dir * Force * character.PropulsionSpeedMultiplier;
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if (character.AnimController.InWater && Force > 0.0f) { character.AnimController.TargetMovement = dir; }
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foreach (Limb limb in character.AnimController.Limbs)
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