v1.0.13.1 (first post-1.0 patch)
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@@ -260,7 +260,7 @@ namespace Barotrauma.Items.Components
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{
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Vector2 barrelPos = TransformedBarrelPos + item.body.SimPosition;
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float rotation = (Item.body.Dir == 1.0f) ? Item.body.Rotation : Item.body.Rotation - MathHelper.Pi;
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float spread = GetSpread(character) * Projectile.GetSpreadFromPool(projectile.SpreadCounter);
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float spread = GetSpread(character) * projectile.GetSpreadFromPool();
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var lastProjectile = LastProjectile;
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if (lastProjectile != projectile)
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@@ -277,7 +277,7 @@ namespace Barotrauma.Items.Components
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{
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Item.body.ApplyLinearImpulse(new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * Item.body.Mass * -50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * 20.0f * Projectile.GetSpreadFromPool(projectile.SpreadCounter));
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projectile.Item.body.ApplyTorque(projectile.Item.body.Mass * degreeOfFailure * 20.0f * projectile.GetSpreadFromPool());
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}
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Item.RemoveContained(projectile.Item);
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}
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