v1.0.13.1 (first post-1.0 patch)
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@@ -84,6 +84,9 @@ namespace Barotrauma.Items.Components
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[Serialize(false, IsPropertySaveable.No, description: "Can the item repair multiple things at once, or will it only affect the first thing the ray from the barrel hits.")]
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public bool RepairMultiple { get; set; }
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[Serialize(true, IsPropertySaveable.No, description: "Can the item repair multiple walls at once? Only relevant if RepairMultiple is true.")]
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public bool RepairMultipleWalls { get; set; }
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[Serialize(false, IsPropertySaveable.No, description: "Can the item repair things through holes in walls.")]
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public bool RepairThroughHoles { get; set; }
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@@ -383,6 +386,7 @@ namespace Barotrauma.Items.Components
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//stop the ray if it already hit a door/wall and is now about to hit some other type of entity
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if (lastHitType == typeof(Item) || lastHitType == typeof(Structure)) { break; }
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}
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if (!RepairMultipleWalls && (bodyType == typeof(Structure) || (body.UserData as Item)?.GetComponent<Door>() != null)) { break; }
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Character hitCharacter = null;
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if (body.UserData is Limb limb)
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