Unstable 0.1400.2.0 (a mimir edition)
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@@ -322,19 +322,30 @@ namespace Barotrauma
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Math.Max(Body.LinearVelocity.Y, ConvertUnits.ToSimUnits(Level.Loaded.BottomPos - (worldBorders.Y - worldBorders.Height))));
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}
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if (Position.X < 0)
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//hard limit for how far outside the level the sub can go
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float maxDist = 200000.0f;
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//the force of the current starts to increase exponentially after this point
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float exponentialForceIncreaseDist = 150000.0f;
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float distance = Position.X < 0 ? Math.Abs(Position.X) : Position.X - Level.Loaded.Size.X;
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if (distance > 0)
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{
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float force = Math.Abs(Position.X * 0.5f);
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totalForce += Vector2.UnitX * force;
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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if (distance > maxDist)
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{
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GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, Math.Min(force * 0.0001f, 5.0f));
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if (Position.X < 0)
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{
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Body.LinearVelocity = new Vector2(Math.Max(0, Body.LinearVelocity.X), Body.LinearVelocity.Y);
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}
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else
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{
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Body.LinearVelocity = new Vector2(Math.Min(0, Body.LinearVelocity.X), Body.LinearVelocity.Y);
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}
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}
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}
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else
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{
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float force = (Position.X - Level.Loaded.Size.X) * 0.5f;
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totalForce -= Vector2.UnitX * force;
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if (distance > exponentialForceIncreaseDist)
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{
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distance += (float)Math.Pow((distance - exponentialForceIncreaseDist) * 0.01f, 2.0f);
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}
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float force = distance * 0.5f;
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totalForce += (Position.X < 0 ? Vector2.UnitX : -Vector2.UnitX) * force;
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, Math.Min(force * 0.0001f, 5.0f));
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@@ -828,9 +839,9 @@ namespace Barotrauma
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}
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#if CLIENT
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine && Character.Controlled.KnockbackCooldownTimer <= 0.0f)
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{
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GameMain.GameScreen.Cam.Shake = impact * 10.0f;
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GameMain.GameScreen.Cam.Shake = Math.Max(impact * 10.0f, GameMain.GameScreen.Cam.Shake);
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if (submarine.Info.Type == SubmarineType.Player && !submarine.DockedTo.Any(s => s.Info.Type != SubmarineType.Player))
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{
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float angularVelocity =
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