(ff4df7194) Merge branch 'dev' of github.com:Regalis11/Barotrauma-development into dev
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@@ -495,10 +495,10 @@ namespace Barotrauma.Items.Components
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character.CursorPosition = closestEnemy.WorldPosition;
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if (item.Submarine != null) character.CursorPosition -= item.Submarine.Position;
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if (item.RequireAimToUse)
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{
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character.SetInput(InputType.Aim, false, true);
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}
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//force aim input even if the turret doesn't require it,
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//because the cursor position (and consequently, turret aim direction) is only synced to clients when aiming
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character.SetInput(InputType.Aim, false, true);
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float enemyAngle = MathUtils.VectorToAngle(closestEnemy.WorldPosition - item.WorldPosition);
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float turretAngle = -rotation;
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