Release 1.10.5.0 - Autumn Update 2025
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@@ -821,6 +821,15 @@ namespace Barotrauma
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set { impactTolerance = Math.Max(value, 0.0f); }
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}
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[Serialize(0.0f, IsPropertySaveable.No, description: "The amount of damage the item takes from impacts. Acts as a multiplier on the strength of the impact. Note that ImpactTolerance must be set for impacts to register.")]
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public float ImpactDamage { get; set; }
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[Serialize(1.0f, IsPropertySaveable.No, description: "Probability for impacts to register. Defaults to 1. Note that ImpactTolerance must also be set for impacts to register.")]
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public float ImpactDamageProbability { get; set; }
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[Serialize(false, IsPropertySaveable.No, "If true, submarine impacts will trigger OnImpact effects. Only applies to items with a null or non-dynamic physics body - items with dynamic bodies always react to impacts.")]
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public bool ReceiveSubmarineImpacts { get; set; }
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[Serialize(0.0f, IsPropertySaveable.No)]
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public float OnDamagedThreshold { get; set; }
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