Particle fixes/improvements:
- Fixed particles going through closed gaps (e.g. closed doors). - Gaps can emit particles even if the target hull is full of water (-> water running into the sub through an already flooded room is more apparent). - The air-only splash & waterdrop particles are not emitted if the target room is full of water. - Fixed heavy water particles never moving upwards (even if the water is rushing into a room from a gap on the floor).
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@@ -261,7 +261,7 @@ namespace Barotrauma.Particles
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bool gapFound = false;
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foreach (Gap gap in hullGaps)
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{
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if (gap.IsHorizontal != (collisionNormal.X != 0.0f)) continue;
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if (gap.Open <= 0.0f || gap.IsHorizontal != (collisionNormal.X != 0.0f)) continue;
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if (gap.IsHorizontal)
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{
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