v1.4.4.1 (Blood in the Water Update)
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@@ -1141,8 +1141,10 @@ namespace Barotrauma
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float distanceMultiplier = 1;
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if (g.ConnectedDoor != null && !g.ConnectedDoor.IsBroken)
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{
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//gap blocked if the door is not open or the predicted state is not open
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if ((g.ConnectedDoor.IsClosed && !g.ConnectedDoor.IsBroken) || (g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
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//gap blocked if the door is closed, and we haven't made any predictions of it opening client-side
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if ((g.ConnectedDoor.IsClosed && !g.ConnectedDoor.PredictedState.HasValue) ||
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//OR we've predicted that the door is closed client-side
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(g.ConnectedDoor.PredictedState.HasValue && !g.ConnectedDoor.PredictedState.Value))
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{
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if (g.ConnectedDoor.OpenState < 0.1f)
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{
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