The great event move
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+3
-2
@@ -1,5 +1,6 @@
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using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using Barotrauma.LuaCs.Events;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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@@ -1305,11 +1306,11 @@ namespace Barotrauma
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//increase oxygen and clamp it above zero
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// -> the character should be revived if there are no major afflictions in addition to lack of oxygen
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target.Oxygen = Math.Max(target.Oxygen + 10.0f, 10.0f);
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GameMain.LuaCs.Hook.Call("human.CPRSuccess", this);
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GameMain.LuaCs.EventService.PublishEvent<IEventHumanCPRSuccess>(x => x.OnCharacterCPRSuccess(this));
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}
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else
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{
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GameMain.LuaCs.Hook.Call("human.CPRFailed", this);
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GameMain.LuaCs.EventService.PublishEvent<IEventHumanCPRFailed>(x => x.OnCharacterCPRFailed(this));
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}
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}
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}
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@@ -1,17 +1,18 @@
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using Barotrauma.Networking;
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using Barotrauma.Extensions;
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using Barotrauma.LuaCs.Events;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using MoonSharp.Interpreter;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Extensions;
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using LimbParams = Barotrauma.RagdollParams.LimbParams;
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using JointParams = Barotrauma.RagdollParams.JointParams;
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using MoonSharp.Interpreter;
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using LimbParams = Barotrauma.RagdollParams.LimbParams;
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namespace Barotrauma
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{
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@@ -857,7 +858,8 @@ namespace Barotrauma
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float impactDamage = GetImpactDamage(impact, impactTolerance);
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var should = GameMain.LuaCs.Hook.Call<float?>("changeFallDamage", impactDamage, character, impactPos, velocity);
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float? should = null;
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GameMain.LuaCs.EventService.PublishEvent<IEventChangeFallDamage>(x => should = x.OnChangeFallDamage(impactDamage, character, impactPos, velocity) ?? should);
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if (should != null)
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{
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