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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@@ -51,13 +51,20 @@ namespace Subsurface
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public void Explode(Vector2 simPosition)
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{
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Game1.ParticleManager.CreateParticle("shockwave", simPosition,
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Vector2.Zero, 0.0f);
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for (int i = 0; i < range * 10; i++)
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{
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Game1.ParticleManager.CreateParticle("explosionfire", simPosition,
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Rand.Vector(Rand.Range(3.0f, 4.0f)), 0.0f);
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Game1.ParticleManager.CreateParticle("spark", simPosition,
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Rand.Vector(Rand.Range(5.0f, 8.0f)), 0.0f);
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Game1.ParticleManager.CreateParticle("explosionfire", simPosition + Rand.Vector(0.5f),
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Rand.Vector(Rand.Range(0.5f, 1.0f)), 0.0f);
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}
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Vector2 displayPosition = ConvertUnits.ToDisplayUnits(simPosition);
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float displayRange = ConvertUnits.ToDisplayUnits(range);
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@@ -127,7 +134,7 @@ namespace Subsurface
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light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
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light.Range = startRange * currBrightness;
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currBrightness -= 0.1f;
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currBrightness -= 0.05f;
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yield return CoroutineStatus.Running;
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}
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