v1.4.4.1 (Blood in the Water Update)
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@@ -149,7 +149,7 @@ namespace Barotrauma.Items.Components
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if (aim || throwState == ThrowState.Initiated)
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{
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throwAngle = System.Math.Min(throwAngle + deltaTime * 8.0f, ThrowAngleEnd);
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, throwAngle);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: aimPos, aim: false, throwAngle);
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if (throwAngle >= ThrowAngleEnd && throwState == ThrowState.Initiated)
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{
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throwState = ThrowState.Throwing;
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@@ -158,13 +158,13 @@ namespace Barotrauma.Items.Components
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else
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{
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throwAngle = ThrowAngleStart;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, Vector2.Zero, aim: false, holdAngle);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: aimPos, aim: false, holdAngle);
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}
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}
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else
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{
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throwAngle = MathUtils.WrapAnglePi(throwAngle - deltaTime * 15.0f);
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ac.HoldItem(deltaTime, item, handlePos, aimPos, Vector2.Zero, aim: false, throwAngle);
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ac.HoldItem(deltaTime, item, handlePos, itemPos: aimPos, aim: false, throwAngle);
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if (throwAngle < 0)
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{
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