Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)
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@@ -275,7 +275,7 @@ namespace Subsurface
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float mid = (armorLimits.X + armorLimits.Y) / 2.0f;
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float angleDiff = ToolBox.GetShortestAngle(ToolBox.VectorToAngle(position - SimPosition), mid);
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float angleDiff = MathUtils.GetShortestAngle(MathUtils.VectorToAngle(position - SimPosition), mid);
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if (Math.Abs(angleDiff) < (armorSector.Y - armorSector.X) / 2.0f)
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{
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@@ -314,7 +314,7 @@ namespace Subsurface
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Game1.particleManager.CreateParticle("blood",
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SimPosition,
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particleVel * ToolBox.RandomFloatLocal(1.0f, 3.0f));
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particleVel * MathUtils.RandomFloatLocal(1.0f, 3.0f));
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}
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for (int i = 0; i < bloodAmount / 2; i++)
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@@ -370,7 +370,7 @@ namespace Subsurface
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soundTimer -= deltaTime;
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//if (ToolBox.RandomFloat(0.0f, 1000.0f) < Bleeding)
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//if (MathUtils.RandomFloat(0.0f, 1000.0f) < Bleeding)
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//{
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// Game1.particleManager.CreateParticle(
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// !inWater ? "blood" : "waterblood",
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