(3a5d98b) v0.9.6.0
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@@ -130,6 +130,12 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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#if SERVER
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if (CurrentFixer != character || currentFixerAction != action)
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{
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item.CreateServerEvent(this);
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}
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#endif
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CurrentFixer = character;
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CurrentFixerAction = action;
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return true;
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@@ -140,12 +146,15 @@ namespace Barotrauma.Items.Components
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{
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if (CurrentFixer == character)
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{
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#if SERVER
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if (CurrentFixer != character || currentFixerAction != FixActions.None)
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{
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item.CreateServerEvent(this);
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}
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#endif
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CurrentFixer.AnimController.Anim = AnimController.Animation.None;
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CurrentFixer = null;
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currentFixerAction = FixActions.None;
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#if SERVER
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item.CreateServerEvent(this);
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#endif
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#if CLIENT
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repairSoundChannel?.FadeOutAndDispose();
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repairSoundChannel = null;
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@@ -214,16 +223,16 @@ namespace Barotrauma.Items.Components
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return;
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}
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UpdateFixAnimation(CurrentFixer);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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if (CurrentFixer != null && (CurrentFixer.SelectedConstruction != item || !CurrentFixer.CanInteractWith(item) || CurrentFixer.IsDead))
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{
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StopRepairing(CurrentFixer);
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return;
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}
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UpdateFixAnimation(CurrentFixer);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient) { return; }
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float successFactor = requiredSkills.Count == 0 ? 1.0f : DegreeOfSuccess(CurrentFixer, requiredSkills);
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//item must have been below the repair threshold for the player to get an achievement or XP for repairing it
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