v1.4.4.1 (Blood in the Water Update)
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@@ -326,6 +326,8 @@ namespace Barotrauma.Items.Components
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ConnectWireBetweenPorts();
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CreateJoint(true);
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item.SendSignal("1", "on_dock");
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DockingTarget.Item.SendSignal("1", "on_dock");
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#if SERVER
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if (GameMain.Server != null && (!item.Submarine?.Loading ?? true))
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@@ -655,7 +657,8 @@ namespace Barotrauma.Items.Components
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hullRects[i].Location -= MathUtils.ToPoint(subs[i].WorldPosition - subs[i].HiddenSubPosition);
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hulls[i] = new Hull(hullRects[i], subs[i])
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{
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RoomName = IsHorizontal ? "entityname.dockingport" : "entityname.dockinghatch"
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RoomName = IsHorizontal ? "entityname.dockingport" : "entityname.dockinghatch",
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AvoidStaying = true
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};
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hulls[i].AddToGrid(subs[i]);
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hulls[i].FreeID();
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@@ -974,6 +977,7 @@ namespace Barotrauma.Items.Components
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item.linkedTo.Clear();
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docked = false;
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item.SendSignal("1", "on_undock");
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Item.Submarine.RefreshOutdoorNodes();
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Item.Submarine.EnableObstructedWaypoints(DockingTarget.Item.Submarine);
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