Turret rotation fix, CharacterInventory networking bugfixes, prevent limbs clipping with other colliders when mirroring, fixed mantis animations, better looking explosions, spark effect when overvoltage breaks an item
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@@ -302,8 +302,8 @@ namespace Subsurface
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RevoluteJoint refJoint = limbJoints[limb.RefJointIndex];
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footPos.X = refJoint.WorldAnchorA.X;
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}
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footPos.X += stepOffset.X * Dir;
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footPos.Y += stepOffset.Y;
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footPos.X += limb.StepOffset.X * Dir;
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footPos.Y += limb.StepOffset.Y;
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if (limb.type == LimbType.LeftFoot)
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{
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@@ -373,7 +373,20 @@ namespace Subsurface
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foreach (Limb l in limbs)
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{
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Vector2 newPos = new Vector2(midX - (l.SimPosition.X - midX), l.SimPosition.Y);
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l.body.SetTransform(newPos, l.body.Rotation);
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if (Submarine.CheckVisibility(l.SimPosition, newPos)!=null)
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{
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Vector2 diff = newPos - l.SimPosition;
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l.body.SetTransform(
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l.SimPosition + Submarine.LastPickedFraction * diff * 0.8f, l.body.Rotation);
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}
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else
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{
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l.body.SetTransform(newPos, l.body.Rotation);
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}
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}
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}
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