Networking bugfixes & optimization
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@@ -173,16 +173,19 @@ namespace Subsurface.Items.Components
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(float)Math.Cos(item.body.Rotation),
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(float)Math.Sin(item.body.Rotation));
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if (Vector2.Dot(f1.Body.LinearVelocity, normal)<0 ) return StickToTarget(f2.Body, dir);
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if (Vector2.Dot(f1.Body.LinearVelocity, normal) < 0.0f) return StickToTarget(f2.Body, dir);
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}
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foreach (Item contained in item.ContainedItems)
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var containedItems = item.ContainedItems;
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if (containedItems == null) return true;
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foreach (Item contained in containedItems)
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{
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contained.Condition = 0.0f;
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if (contained.body != null)
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{
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contained.body.SetTransform(item.SimPosition, contained.body.Rotation);
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contained.SetTransform(item.SimPosition, contained.body.Rotation);
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}
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contained.Condition = 0.0f;
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}
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return true;
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