Minor optimizations: GUITextBlocks don't reposition and wrap the text when only the position of the text block changes (almost killed my laptop by spamming a bit too many messages to the debug console), less unnecessary floor raycasts
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@@ -853,13 +853,19 @@ namespace Barotrauma
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inWater = false;
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headInWater = false;
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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float floorY = GetFloorY();
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if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
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(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
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inWater = false;
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if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
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{
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inWater = true;
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}
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else
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{
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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if (Collider.SimPosition.Y < waterSurface && waterSurface - GetFloorY() > HeadPosition * 0.95f)
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{
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inWater = true;
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}
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}
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}
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if (flowForce.LengthSquared() > 0.001f)
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