assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes
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@@ -136,27 +136,8 @@ namespace Subsurface.Items.Components
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private bool OnProjectileCollision(Fixture f1, Fixture f2, Contact contact)
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{
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//doesn't collide with items
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//if (f2.Body.UserData is Item) return false;
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if (ignoredBodies.Contains(f2.Body)) return false;
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//Structure structure = f1.Body.UserData as Structure;
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//if (structure!=null && (structure.IsPlatform || structure.StairDirection != Direction.None)) return false;
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//Vector2 force = f1.Body.LinearVelocity * f1.Body.Mass;
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//float forceLength = force.Length();
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//if (forceLength > 20.0f)
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//{
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// force = force / forceLength * 20.0f;
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//}
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//f2.Body.ApplyLinearImpulse(force);
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//f1.Body.ApplyLinearImpulse(-f1.Body.LinearVelocity * f1.Body.Mass);
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//float damage = f1.Body.LinearVelocity.Length();
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AttackResult attackResult = new AttackResult(0.0f, 0.0f);
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if (attack!=null)
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{
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@@ -195,6 +176,11 @@ namespace Subsurface.Items.Components
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if (Vector2.Dot(f1.Body.LinearVelocity, normal)<0 ) return StickToTarget(f2.Body, dir);
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}
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foreach (Item contained in item.ContainedItems)
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{
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contained.Condition = 0.0f;
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}
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return true;
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}
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