Unstable 0.15.15.0 (and the one before it I forgor)
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@@ -110,7 +110,9 @@ namespace Barotrauma.Items.Components
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if (Item.RequireAimToUse && hitPos < MathHelper.PiOver4) { return false; }
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ActivateNearbySleepingCharacters();
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reloadTimer = reload / (1 + character.GetStatValue(StatTypes.MeleeAttackSpeed));
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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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item.body.FarseerBody.CollisionCategories = Physics.CollisionProjectile;
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item.body.FarseerBody.CollidesWith = Physics.CollisionCharacter | Physics.CollisionWall;
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@@ -385,7 +387,7 @@ namespace Barotrauma.Items.Components
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{
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Attack.SetUser(User);
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Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
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Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.AttackMultiplier);
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Attack.DamageMultiplier *= 1.0f + item.GetQualityModifier(Quality.StatType.StrikingPowerMultiplier);
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if (targetLimb != null)
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{
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@@ -142,7 +142,7 @@ namespace Barotrauma.Items.Components
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return false;
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}
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private IEnumerable<object> WaitForPick(Character picker, float requiredTime)
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private IEnumerable<CoroutineStatus> WaitForPick(Character picker, float requiredTime)
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{
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activePicker = picker;
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picker.PickingItem = item;
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@@ -149,7 +149,8 @@ namespace Barotrauma.Items.Components
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{
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float degreeOfFailure = 1.0f - DegreeOfSuccess(user);
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degreeOfFailure *= degreeOfFailure;
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return MathHelper.ToRadians(MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure));
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float spread = MathHelper.Lerp(Spread, UnskilledSpread, degreeOfFailure) / (1f + user.GetStatValue(StatTypes.RangedSpreadReduction));
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return MathHelper.ToRadians(spread);
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}
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private readonly List<Body> limbBodies = new List<Body>();
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@@ -203,7 +204,7 @@ namespace Barotrauma.Items.Components
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{
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lastProjectile?.Item.GetComponent<Rope>()?.Snap();
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}
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float damageMultiplier = 1f + item.GetQualityModifier(Quality.StatType.AttackMultiplier);
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float damageMultiplier = 1f + item.GetQualityModifier(Quality.StatType.StoppingPowerMultiplier);
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projectile.Shoot(character, character.AnimController.AimSourceSimPos, barrelPos, rotation + spread, ignoredBodies: limbBodies.ToList(), createNetworkEvent: false, damageMultiplier);
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projectile.Item.GetComponent<Rope>()?.Attach(Item, projectile.Item);
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if (i == 0)
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