Round end cinematic, CoroutineManager deltatime
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@@ -87,6 +87,12 @@ namespace Barotrauma
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private set;
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}
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public Body[] ShaftBodies
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{
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get;
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private set;
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}
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public Level(string seed, float difficulty, int width, int height, int siteInterval)
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{
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this.seed = seed;
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@@ -333,14 +339,14 @@ namespace Barotrauma
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}
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ShaftBodies = new Body[2];
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for (int i = 0; i < 2; i++)
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{
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Body shaftBody = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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shaftBody.BodyType = BodyType.Kinematic;
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shaftBody.CollisionCategories = Physics.CollisionLevel;
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shaftBody.SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
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shaftBody.SleepingAllowed = false;
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bodies.Add(shaftBody);
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ShaftBodies[i] = BodyFactory.CreateRectangle(GameMain.World, 100.0f, 10.0f, 5.0f);
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ShaftBodies[i].BodyType = BodyType.Static;
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ShaftBodies[i].CollisionCategories = Physics.CollisionLevel;
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ShaftBodies[i].SetTransform(ConvertUnits.ToSimUnits((i == 0) ? startPosition : endPosition), 0.0f);
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bodies.Add(ShaftBodies[i]);
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}
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foreach (VoronoiCell cell in cells)
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