Added A DebugTestMod to test if the chage was working
Make Penetration work when explosions dealing damage on characters Removed hard-coded StructureDamage limit
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@@ -4543,12 +4543,12 @@ namespace Barotrauma
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}
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}
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public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, Vector2? attackImpulse = null, Character attacker = null, float damageMultiplier = 1f)
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public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, Vector2? attackImpulse = null, Character attacker = null, float damageMultiplier = 1f, float penetration = 0f)
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{
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return AddDamage(worldPosition, afflictions, stun, playSound, attackImpulse ?? Vector2.Zero, out _, attacker, damageMultiplier: damageMultiplier);
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return AddDamage(worldPosition, afflictions, stun, playSound, attackImpulse ?? Vector2.Zero, out _, attacker, damageMultiplier: damageMultiplier,penetration: penetration);
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}
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public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, Vector2 attackImpulse, out Limb hitLimb, Character attacker = null, float damageMultiplier = 1)
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public AttackResult AddDamage(Vector2 worldPosition, IEnumerable<Affliction> afflictions, float stun, bool playSound, Vector2 attackImpulse, out Limb hitLimb, Character attacker = null, float damageMultiplier = 1f, float penetration = 0f)
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{
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hitLimb = null;
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@@ -4565,7 +4565,7 @@ namespace Barotrauma
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}
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}
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return DamageLimb(worldPosition, hitLimb, afflictions, stun, playSound, attackImpulse, attacker, damageMultiplier);
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return DamageLimb(worldPosition, hitLimb, afflictions, stun, playSound, attackImpulse, attacker, damageMultiplier,penetration: penetration);
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}
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public void RecordKill(Character target)
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