v1.0.20.1 (summer patch)
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@@ -19,7 +19,7 @@ namespace Barotrauma
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var target = _selectedAiTarget ?? _lastAiTarget;
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if (target != null && target.Entity != null)
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{
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var memory = GetTargetMemory(target, false);
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var memory = GetTargetMemory(target);
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if (memory != null)
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{
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Vector2 targetPos = memory.Location;
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@@ -214,7 +214,6 @@ namespace Barotrauma
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double aimAngle = msg.ReadUInt16() / 65535.0 * 2.0 * Math.PI;
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cursorPosition = AimRefPosition + new Vector2((float)Math.Cos(aimAngle), (float)Math.Sin(aimAngle)) * 500.0f;
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TransformCursorPos();
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bool ragdollInput = msg.ReadBoolean();
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keys[(int)InputType.Ragdoll].Held = ragdollInput;
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@@ -850,7 +850,7 @@ namespace Barotrauma
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if (treatmentButton.Enabled && treatmentButton.State == GUIComponent.ComponentState.Hover)
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{
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//highlight the slot the treatment item is in
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var rootContainer = matchingItem.GetRootContainer() ?? matchingItem;
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var rootContainer = matchingItem.RootContainer ?? matchingItem;
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var index = Character.Controlled.Inventory.FindIndex(rootContainer);
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if (Character.Controlled.Inventory.visualSlots != null && index > -1 && index < Character.Controlled.Inventory.visualSlots.Length &&
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Character.Controlled.Inventory.visualSlots[index].HighlightTimer <= 0.0f)
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@@ -870,7 +870,7 @@ namespace Barotrauma
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{
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if (wearable.Type == WearableType.Hair)
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{
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if (HairWithHatSprite != null)
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if (HairWithHatSprite != null && !hideLimb)
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{
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DrawWearable(HairWithHatSprite, depthStep, spriteBatch, blankColor, alpha: color.A / 255f, spriteEffect);
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depthStep += step;
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