Unstable 0.1500.1.0 (BaroDev edition)
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@@ -868,7 +868,7 @@ namespace Barotrauma
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/// </summary>
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public bool UpdateAttack(float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance = -1, Limb targetLimb = null)
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{
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attackResult = default(AttackResult);
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attackResult = default;
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Vector2 simPos = ragdoll.SimplePhysicsEnabled ? character.SimPosition : SimPosition;
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float dist = distance > -1 ? distance : ConvertUnits.ToDisplayUnits(Vector2.Distance(simPos, attackSimPos));
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bool wasRunning = attack.IsRunning;
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@@ -971,7 +971,7 @@ namespace Barotrauma
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wasHit = damageTarget != null;
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}
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if (wasHit)
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if (wasHit || attack.HitDetectionType == HitDetection.None)
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{
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if (character == Character.Controlled || GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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@@ -1132,10 +1132,7 @@ namespace Barotrauma
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if (statusEffect.type != actionType) { continue; }
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if (statusEffect.type == ActionType.OnDamaged)
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{
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if (statusEffect.AllowedAfflictions != null && (character.LastDamage.Afflictions == null || character.LastDamage.Afflictions.None(a => statusEffect.AllowedAfflictions.Contains(a.Prefab.AfflictionType) || statusEffect.AllowedAfflictions.Contains(a.Prefab.Identifier))))
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{
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continue;
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}
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if (!statusEffect.HasRequiredAfflictions(character.LastDamage)) { continue; }
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if (statusEffect.OnlyPlayerTriggered)
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{
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if (character.LastAttacker == null || !character.LastAttacker.IsPlayer)
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