Unstable 0.1500.1.0 (BaroDev edition)
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@@ -181,7 +181,7 @@ namespace Barotrauma.Items.Components
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if (aim)
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{
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hitPos = MathUtils.WrapAnglePi(Math.Min(hitPos + deltaTime * 5f, MathHelper.PiOver4));
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos);
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, false, hitPos, holdAngle + hitPos, aimingMelee: true);
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}
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else
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{
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@@ -356,6 +356,7 @@ namespace Barotrauma.Items.Components
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if (Attack != null)
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{
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Attack.SetUser(User);
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Attack.DamageMultiplier = 1 + User.GetStatValue(StatTypes.MeleeAttackMultiplier);
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if (targetLimb != null)
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{
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@@ -107,7 +107,7 @@ namespace Barotrauma.Items.Components
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if (ReloadTimer < 0.0f)
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{
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ReloadTimer = 0.0f;
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// was this an optimization or related to something else? currently disabled for charge-type weapons
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// was this an optimization or related to something else? it cannot occur for charge-type weapons
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//IsActive = false;
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if (MaxChargeTime == 0.0f)
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{
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@@ -118,7 +118,7 @@ namespace Barotrauma.Items.Components
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float previousChargeTime = currentChargeTime;
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float chargeDeltaTime = tryingToCharge ? deltaTime : -deltaTime;
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float chargeDeltaTime = tryingToCharge && ReloadTimer <= 0f ? deltaTime : -deltaTime;
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currentChargeTime = Math.Clamp(currentChargeTime + chargeDeltaTime, 0f, MaxChargeTime);
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tryingToCharge = false;
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