improved humanoid animations, some map stats in map editor, gap connections visible in editor, editing wire nodes in editor, pumps don't have to be manually linked, coroutine exception handling
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@@ -283,13 +283,15 @@ namespace Subsurface
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}
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else if (structure.StairDirection!=Direction.None)
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{
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if ((inWater || !(targetMovement.Y>Math.Abs(targetMovement.X/2.0f))) &&
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lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
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if (targetMovement.Y < 0.5f)
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{
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stairs = null;
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return false;
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if (inWater || lowestLimb.Position.Y < structure.Rect.Y - structure.Rect.Height + 50.0f)
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{
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stairs = null;
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return false;
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}
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}
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if (targetMovement.Y >= 0.0f && lowestLimb.SimPosition.Y > ConvertUnits.ToSimUnits(structure.Rect.Y - Submarine.GridSize.Y * 8.0f))
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{
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stairs = null;
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@@ -367,12 +369,14 @@ namespace Subsurface
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if (limb.pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(limb.pullJoint.WorldAnchorA);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true, 0.01f);
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), Color.Red, true, 0.01f);
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if (limb.AnimTargetPos == Vector2.Zero) continue;
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Vector2 pos2 = ConvertUnits.ToDisplayUnits(limb.AnimTargetPos);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)-pos2.Y, 5, 5), Color.Blue, true, 0.01f);
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pos2.Y = -pos2.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos2.X, (int)pos2.Y, 5, 5), Color.Blue, true, 0.01f);
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GUI.DrawLine(spriteBatch, pos, pos2, Color.Green);
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}
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