Submarine rendering to correct position almost ready, fixed camera position "twitching"
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@@ -536,17 +536,28 @@ namespace Barotrauma
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}
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}
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public void FindHull()
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public void FindHull(bool setSubmarine = true)
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{
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Hull newHull = Hull.FindHull(
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ConvertUnits.ToDisplayUnits(refLimb.SimPosition),
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currentHull);
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if (newHull == currentHull) return;
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CurrentHull = newHull;
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if (setSubmarine)
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{
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if (newHull == null && currentHull.Submarine != null)
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{
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SetPosition(refLimb.SimPosition + ConvertUnits.ToSimUnits(currentHull.Submarine.Position));
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}
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else if (currentHull == null && newHull != null && newHull.Submarine != null)
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{
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SetPosition(refLimb.SimPosition - ConvertUnits.ToSimUnits(newHull.Submarine.Position));
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}
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}
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CurrentHull = newHull;
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UpdateCollisionCategories();
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}
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@@ -443,7 +443,7 @@ namespace Barotrauma
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}
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}
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AnimController.FindHull();
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AnimController.FindHull(false);
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CharacterList.Add(this);
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@@ -755,7 +755,6 @@ namespace Barotrauma
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if (moveCam)
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{
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cam.TargetPos = WorldPosition;
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 250.0f, 0.05f);
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}
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@@ -67,7 +67,7 @@ namespace Barotrauma
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else if (character.SelectedCharacter == null && character.ClosestItem != null && character.SelectedConstruction == null)
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{
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Vector2 startPos = character.Position + (character.ClosestItem.Position - character.Position) * 0.7f;
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Vector2 startPos = character.WorldPosition + (character.ClosestItem.WorldPosition - character.WorldPosition) * 0.7f;
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startPos = cam.WorldToScreen(startPos);
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Vector2 textPos = startPos;
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