Build 0.18.2.0
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@@ -133,7 +133,6 @@ namespace Barotrauma.Items.Components
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partial void UpdateProjSpecific(float deltaTime)
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{
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float rotationRad = MathHelper.ToRadians(item.Rotation);
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if (FlowPercentage < 0.0f)
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{
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foreach (var (position, emitter) in pumpOutEmitters)
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@@ -142,8 +141,8 @@ namespace Barotrauma.Items.Components
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//only emit "pump out" particles when underwater
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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relativeParticlePos = MathUtils.RotatePoint(relativeParticlePos, item.FlippedX ? rotationRad : -rotationRad);
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float angle = -rotationRad;
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relativeParticlePos = MathUtils.RotatePoint(relativeParticlePos, item.FlippedX ? item.RotationRad : -item.RotationRad);
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float angle = -item.RotationRad;
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if (item.FlippedX)
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{
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relativeParticlePos.X = -relativeParticlePos.X;
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@@ -163,8 +162,8 @@ namespace Barotrauma.Items.Components
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foreach (var (position, emitter) in pumpInEmitters)
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{
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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relativeParticlePos = MathUtils.RotatePoint(relativeParticlePos, item.FlippedX ? rotationRad : -rotationRad);
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float angle = -rotationRad;
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relativeParticlePos = MathUtils.RotatePoint(relativeParticlePos, item.FlippedX ? item.RotationRad : -item.RotationRad);
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float angle = -item.RotationRad;
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if (item.FlippedX)
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{
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relativeParticlePos.X = -relativeParticlePos.X;
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