(169dbd4fd) Increased submarine masses to make it less easy for characters to push them around.
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@@ -631,7 +631,8 @@ namespace Barotrauma
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else
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{
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// If the secondary cooldown is defined and expired, check if we can switch the attack
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var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
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var previousLimb = AttackingLimb;
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var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
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if (newLimb != null)
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{
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// Attack with the new limb
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@@ -679,7 +680,8 @@ namespace Barotrauma
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else
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{
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// If the secondary cooldown is defined and expired, check if we can switch the attack
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var newLimb = GetAttackLimb(attackWorldPos, AttackingLimb);
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var previousLimb = AttackingLimb;
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var newLimb = GetAttackLimb(attackWorldPos, previousLimb);
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if (newLimb != null)
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{
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// Attack with the new limb
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@@ -723,11 +725,6 @@ namespace Barotrauma
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// Check that we can reach the target
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distance = Vector2.Distance(AttackingLimb.WorldPosition, attackWorldPos);
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canAttack = distance < AttackingLimb.attack.Range;
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if (!canAttack && !IsCoolDownRunning)
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{
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// If not, reset the attacking limb, if the cooldown is not running
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AttackingLimb = null;
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}
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}
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// If the attacking limb is a hand or claw, for example, using it as the steering limb can end in the result where the character circles around the target. For example the Hammerhead steering with the claws when it should use the torso.
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@@ -90,7 +90,7 @@ namespace Barotrauma.Items.Components
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Force = MathHelper.Lerp(force, (voltage < minVoltage) ? 0.0f : targetForce, 0.1f);
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if (Math.Abs(Force) > 1.0f)
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{
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Vector2 currForce = new Vector2((force / 100.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
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Vector2 currForce = new Vector2((force / 10.0f) * maxForce * Math.Min(voltage / minVoltage, 1.0f), 0.0f);
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//less effective when in a bad condition
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currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);
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@@ -130,7 +130,7 @@ namespace Barotrauma
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FixtureFactory.AttachRectangle(
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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5.0f,
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100.0f,
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ConvertUnits.ToSimUnits(new Vector2(rect.X + rect.Width / 2, rect.Y - rect.Height / 2)),
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farseerBody, this);
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@@ -207,7 +207,6 @@ namespace Barotrauma
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farseerBody.Restitution = Restitution;
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farseerBody.Friction = Friction;
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farseerBody.FixedRotation = true;
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//mass = Body.Mass;
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farseerBody.Awake = true;
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farseerBody.SleepingAllowed = false;
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farseerBody.IgnoreGravity = true;
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@@ -649,9 +648,7 @@ namespace Barotrauma
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Vector2 avgContactNormal = Vector2.Zero;
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foreach (Contact levelContact in levelContacts)
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{
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Vector2 contactNormal;
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FixedArray2<Vector2> temp;
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levelContact.GetWorldManifold(out contactNormal, out temp);
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levelContact.GetWorldManifold(out Vector2 contactNormal, out FixedArray2<Vector2> temp);
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//if the contact normal is pointing from the sub towards the level cell we collided with, flip the normal
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VoronoiCell cell = levelContact.FixtureB.UserData is VoronoiCell ?
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