Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)
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@@ -32,7 +32,7 @@ namespace Subsurface
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{
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this.host = host;
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wanderAngle = ToolBox.RandomFloatLocal(0.0f, MathHelper.TwoPi);
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wanderAngle = MathUtils.RandomFloatLocal(0.0f, MathHelper.TwoPi);
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}
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public void SteeringSeek(Vector2 target, float speed = 1.0f)
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@@ -90,7 +90,7 @@ namespace Subsurface
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float angleChange = 1.5f;
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wanderAngle += ToolBox.RandomFloatLocal(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
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wanderAngle += MathUtils.RandomFloatLocal(0.0f, 1.0f) * angleChange - angleChange * 0.5f;
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Vector2 newSteering = circleCenter + displacement;
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float steeringSpeed = (newSteering + host.Steering).Length();
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