fix: mops with liquid can hit people again (#38486)
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@@ -69,7 +69,8 @@ public sealed partial class PuddleSystem
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if (totalSplit == 0)
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if (totalSplit == 0)
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return;
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return;
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args.Handled = true;
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// Optionally allow further melee handling occur
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args.Handled = entity.Comp.PreventMelee;
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// First update the hit count so anything that is not reactive wont count towards the total!
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// First update the hit count so anything that is not reactive wont count towards the total!
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foreach (var hit in args.HitEntities)
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foreach (var hit in args.HitEntities)
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@@ -28,4 +28,12 @@ public sealed partial class SpillableComponent : Component
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/// </summary>
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/// </summary>
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[DataField]
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[DataField]
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public bool SpillWhenThrown = true;
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public bool SpillWhenThrown = true;
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/// <summary>
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/// If true, melee processing will stop if any reagent is transferred.
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/// Otherwise, melee processing keeps occuring allowing both reagent
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/// transfer and melee damage to happen.
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/// </summary>
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[DataField]
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public bool PreventMelee = true;
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}
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}
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@@ -26,6 +26,7 @@
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- type: Spillable
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- type: Spillable
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solution: absorbed
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solution: absorbed
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spillWhenThrown: false
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spillWhenThrown: false
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preventMelee: false
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- type: DrainableSolution
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- type: DrainableSolution
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solution: absorbed
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solution: absorbed
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- type: Wieldable
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- type: Wieldable
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@@ -84,6 +85,7 @@
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- type: Spillable
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- type: Spillable
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solution: absorbed
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solution: absorbed
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spillWhenThrown: false
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spillWhenThrown: false
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preventMelee: false
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- type: DrainableSolution
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- type: DrainableSolution
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solution: absorbed
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solution: absorbed
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- type: Wieldable
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- type: Wieldable
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