Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)
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@@ -122,15 +122,15 @@ namespace Subsurface.Items.Components
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item.FindHull();
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Vector2 position = item.Position;
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position.X = ToolBox.Round(item.Position.X, nodeDistance);
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position.X = MathUtils.Round(item.Position.X, nodeDistance);
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if (item.currentHull == null)
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{
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position.Y = ToolBox.Round(item.Position.Y, nodeDistance);
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position.Y = MathUtils.Round(item.Position.Y, nodeDistance);
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}
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else
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{
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position.Y -= item.currentHull.Rect.Y - item.currentHull.Rect.Height;
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position.Y = Math.Max(ToolBox.Round(position.Y, nodeDistance), heightFromFloor);
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position.Y = Math.Max(MathUtils.Round(position.Y, nodeDistance), heightFromFloor);
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position.Y += item.currentHull.Rect.Y - item.currentHull.Rect.Height;
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}
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@@ -258,7 +258,7 @@ namespace Subsurface.Items.Components
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spriteBatch.Draw(wireSprite.Texture,
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start, null, color,
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ToolBox.VectorToAngle(end - start),
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MathUtils.VectorToAngle(end - start),
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new Vector2(0.0f, wireSprite.size.Y / 2.0f),
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new Vector2((Vector2.Distance(start, end)) / wireSprite.Texture.Width, 0.3f),
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SpriteEffects.None,
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