v0.13.0.11
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@@ -481,7 +481,7 @@ namespace Barotrauma.Items.Components
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character.AnimController.UpdateUseItem(false, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((item.Condition / item.MaxCondition) % 0.1f));
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}
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0, float signalStrength = 1)
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public override void ReceiveSignal(Signal signal, Connection connection)
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{
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//do nothing
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//Repairables should always stay active, so we don't want to use the default behavior
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