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@@ -108,19 +108,25 @@
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</additionalHediffs>
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</additionalHediffs>
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</DamageDef>
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</DamageDef>
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<DamageDef ParentName="Bomb">
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<DamageDef>
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<defName>WULA_SP_Live_Shelter_Heal</defName>
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<defName>WULA_SP_Live_Shelter_Heal</defName>
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<label>疗愈</label>
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<label>疗愈</label>
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<deathMessage>{0} 过奶死了。</deathMessage>
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<workerClass>DamageWorker_AddInjury</workerClass>
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<defaultDamage>0</defaultDamage>
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<externalViolence>true</externalViolence>
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<deathMessage>{0} 被奶死了。</deathMessage>
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<harmsHealth>true</harmsHealth>
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<makesBlood>false</makesBlood>
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<consideredHelpful>true</consideredHelpful>
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<defaultDamage>1</defaultDamage>
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<defaultStoppingPower>0</defaultStoppingPower>
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<defaultStoppingPower>0</defaultStoppingPower>
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<defaultArmorPenetration>3000</defaultArmorPenetration>
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<defaultArmorPenetration>9999</defaultArmorPenetration>
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<hediff>Burn</hediff>
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<buildingDamageFactorImpassable>0</buildingDamageFactorImpassable>
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<armorCategory>Heat</armorCategory>
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<buildingDamageFactorPassable>0</buildingDamageFactorPassable>
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<buildingDamageFactorImpassable>10</buildingDamageFactorImpassable>
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<additionalHediffs>
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<buildingDamageFactorPassable>10</buildingDamageFactorPassable>
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<li>
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<additionalHediffsThisPart>
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<hediff>WULA_Psi_Regeneration</hediff>
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<li>Regeneration</li>
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<severityPerDamageDealt>0.5</severityPerDamageDealt>
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</additionalHediffsThisPart>
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</li>
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</additionalHediffs>
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</DamageDef>
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</DamageDef>
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</Defs>
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</Defs>
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@@ -114,4 +114,52 @@
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</li>
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</li>
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</stages>
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</stages>
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</HediffDef>
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</HediffDef>
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<HediffDef>
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<defName>WULA_Psi_Regeneration</defName>
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<label>灵能再生</label>
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<description>在强大的灵能术式影响下,这个生物正在以一种快到不可思议的速度再生。他们几乎能在短时间内治愈任何伤口。</description>
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<isBad>false</isBad>
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<initialSeverity>1</initialSeverity>
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<defaultLabelColor>(1, 1, 0.8)</defaultLabelColor>
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<hediffClass>HediffWithComps</hediffClass>
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<stages>
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<li>
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<minSeverity>0</minSeverity>
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<label>术式强度:极弱</label>
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<regeneration>100</regeneration>
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</li>
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<li>
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<minSeverity>0.5</minSeverity>
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<label>术式强度:弱</label>
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<regeneration>200</regeneration>
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</li>
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<li>
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<minSeverity>1.0</minSeverity>
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<label>术式强度:较弱</label>
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<regeneration>300</regeneration>
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</li>
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<li>
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<minSeverity>1.5</minSeverity>
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<label>术式强度:较强</label>
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<regeneration>400</regeneration>
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</li>
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<li>
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<minSeverity>2.0</minSeverity>
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<label>术式强度:强</label>
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<regeneration>500</regeneration>
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</li>
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<li>
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<minSeverity>2.5</minSeverity>
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<label>术式强度:极强</label>
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<regeneration>600</regeneration>
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</li>
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</stages>
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<comps>
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<li Class="HediffCompProperties_SeverityPerDay">
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<severityPerDay>-5</severityPerDay>
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</li>
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<li Class="HediffCompProperties_DisappearsOnDeath"/>
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</comps>
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</HediffDef>
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</Defs>
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</Defs>
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@@ -395,7 +395,7 @@
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<verbClass>WulaFallenEmpire.Verb_ShootArc</verbClass>
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<verbClass>WulaFallenEmpire.Verb_ShootArc</verbClass>
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<hasStandardCommand>true</hasStandardCommand>
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<hasStandardCommand>true</hasStandardCommand>
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<damageDef>WULA_SP_Live_Shelter_Heal</damageDef>
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<damageDef>WULA_SP_Live_Shelter_Heal</damageDef>
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<damageAmount>0</damageAmount>
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<damageAmount>1.0</damageAmount>
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<EMPDamageAmount>0</EMPDamageAmount>
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<EMPDamageAmount>0</EMPDamageAmount>
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<warmupTime>4</warmupTime>
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<warmupTime>4</warmupTime>
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<range>20</range>
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<range>20</range>
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@@ -406,6 +406,7 @@
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<muzzleFlashScale>9</muzzleFlashScale>
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<muzzleFlashScale>9</muzzleFlashScale>
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<isConductible>True</isConductible>
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<isConductible>True</isConductible>
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<conductFriendly>True</conductFriendly>
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<conductFriendly>True</conductFriendly>
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<conductHostile>false</conductHostile>
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<conductNum>3</conductNum>
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<conductNum>3</conductNum>
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<beamMoteDef>WULA_SP_Spear_Impale_ArcBeam</beamMoteDef>
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<beamMoteDef>WULA_SP_Spear_Impale_ArcBeam</beamMoteDef>
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<aimingChargeMote>Mote_HellsphereCannon_Charge</aimingChargeMote>
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<aimingChargeMote>Mote_HellsphereCannon_Charge</aimingChargeMote>
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@@ -26,6 +26,8 @@ namespace WulaFallenEmpire
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public int conductNum;
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public int conductNum;
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public bool conductFriendly = false;
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public bool conductFriendly = false;
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public bool conductHostile = true;
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}
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}
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public class Verb_ShootArc : Verb
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public class Verb_ShootArc : Verb
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@@ -42,7 +44,16 @@ namespace WulaFallenEmpire
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{
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{
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get
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get
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{
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{
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return (this.Props.damageAmount > 0) ? this.Props.damageAmount : this.verbProps.beamDamageDef.defaultDamage;
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if (this.Props.damageAmount > 0)
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{
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return this.Props.damageAmount;
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}
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if (this.verbProps.beamDamageDef != null)
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{
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return this.verbProps.beamDamageDef.defaultDamage;
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}
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Log.ErrorOnce(string.Format("Verb_ShootArc on {0} has no damageAmount and no beamDamageDef.", (this.caster != null) ? this.caster.def.defName : "null"), this.GetHashCode());
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return 0;
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}
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}
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}
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}
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@@ -50,7 +61,15 @@ namespace WulaFallenEmpire
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{
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{
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get
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get
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{
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{
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return (this.Props.armorPenetration > 0f) ? this.Props.armorPenetration : this.verbProps.beamDamageDef.defaultArmorPenetration;
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if (this.Props.armorPenetration > 0f)
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{
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return this.Props.armorPenetration;
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}
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if (this.verbProps.beamDamageDef != null)
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{
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return this.verbProps.beamDamageDef.defaultArmorPenetration;
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}
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return 0f;
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}
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}
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}
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}
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@@ -122,7 +141,7 @@ namespace WulaFallenEmpire
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if (list[num] is Pawn p)
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if (list[num] is Pawn p)
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{
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{
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bool isFriendly = p.Faction != null && casterPawn.Faction != null && !p.Faction.HostileTo(casterPawn.Faction);
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bool isFriendly = p.Faction != null && casterPawn.Faction != null && !p.Faction.HostileTo(casterPawn.Faction);
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if (!this.Props.conductFriendly && isFriendly)
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if ((!this.Props.conductFriendly && isFriendly) || (!this.Props.conductHostile && p.HostileTo(casterPawn)))
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{
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{
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continue;
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continue;
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}
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}
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