Build 1.1.4.0
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@@ -85,6 +85,9 @@ namespace Barotrauma.Particles
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[Editable, Serialize(true, IsPropertySaveable.Yes, description: "Should the entity heading direction be applied to the particle rotation? Only affects after flipping the texture and when CopyEntityAngle is true.")]
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public bool CopyEntityDir { get; set; }
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[Editable, Serialize(false, IsPropertySaveable.Yes, description: "Only relevant for status effects. Makes the emitter copy the angle from the target of the effect instead of the entity applying the effect.")]
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public bool CopyTargetAngle { get; set; }
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[Editable, Serialize("1,1,1,1", IsPropertySaveable.Yes)]
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public Color ColorMultiplier { get; set; }
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@@ -203,7 +206,7 @@ namespace Barotrauma.Particles
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position += dir * Rand.Range(Prefab.Properties.DistanceMin, Prefab.Properties.DistanceMax);
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}
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var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, particleRotation, hullGuess, Prefab.DrawOnTop, lifeTimeMultiplier: Prefab.Properties.LifeTimeMultiplier, tracerPoints: tracerPoints);
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var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, particleRotation, hullGuess, lifeTimeMultiplier: Prefab.Properties.LifeTimeMultiplier, tracerPoints: tracerPoints);
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if (particle != null)
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{
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