Merge branch 'master' of https://github.com/Regalis11/Barotrauma into develop
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@@ -113,6 +113,7 @@ namespace Barotrauma
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public override void Apply(ActionType type, float deltaTime, Entity entity, IReadOnlyList<ISerializableEntity> targets, Vector2? worldPosition = null)
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{
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if (this.type != type) { return; }
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if (Disabled) { return; }
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if (ShouldWaitForInterval(entity, deltaTime)) { return; }
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if (!HasRequiredItems(entity)) { return; }
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if (delayType == DelayTypes.ReachCursor && Character.Controlled == null) { return; }
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@@ -855,6 +855,9 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Disabled effects will no longer be executed. Used to make <see cref="oneShot">oneshot</> effects only execute once.
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/// </summary>
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public bool Disabled { get; private set; }
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public static StatusEffect Load(ContentXElement element, string parentDebugName)
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