Progress + prettier ice walls
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@@ -448,7 +448,7 @@ namespace Barotrauma
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}
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}
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AnimController.FindHull(null, false);
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AnimController.FindHull(null);
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if (AnimController.CurrentHull != null) Submarine = AnimController.CurrentHull.Submarine;
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CharacterList.Add(this);
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@@ -741,7 +741,7 @@ namespace Barotrauma
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{
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Limb head = AnimController.GetLimb(LimbType.Head);
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Lights.LightManager.ViewPos = WorldPosition;
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Lights.LightManager.ViewPos = DrawPosition;
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if (!DisableControls)
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{
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@@ -1010,7 +1010,7 @@ namespace Barotrauma
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AnimController.DebugDraw(spriteBatch);
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}
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Vector2 healthBarPos = new Vector2(WorldPosition.X - 50, -WorldPosition.Y - 100.0f);
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Vector2 healthBarPos = new Vector2(DrawPosition.X - 50, -DrawPosition.Y - 100.0f);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X - 2, (int)healthBarPos.Y - 2, 100 + 4, 15 + 4), Color.Black, false);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)healthBarPos.X, (int)healthBarPos.Y, (int)(100.0f * (health / maxHealth)), 15), Color.Red, true);
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}
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@@ -1028,17 +1028,16 @@ namespace Barotrauma
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if (soundStates[i] != state) continue;
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if (n == selectedSound && sounds[i]!=null)
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{
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sounds[i].Play(1.0f, 2000.0f,
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AnimController.Limbs[0].body.FarseerBody);
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sounds[i].Play(1.0f, 2000.0f, AnimController.Limbs[0].WorldPosition);
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return;
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}
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n++;
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}
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}
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public virtual AttackResult AddDamage(IDamageable attacker, Vector2 simPosition, Attack attack, float deltaTime, bool playSound = false)
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public virtual AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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{
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return AddDamage(simPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound);
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return AddDamage(worldPosition, attack.DamageType, attack.GetDamage(deltaTime), attack.GetBleedingDamage(deltaTime), attack.Stun, playSound);
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}
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public AttackResult AddDamage(Vector2 simPosition, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound)
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@@ -1103,7 +1102,7 @@ namespace Barotrauma
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// limb.Damage = 100.0f;
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.RefLimb.body.FarseerBody);
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SoundPlayer.PlayDamageSound(DamageSoundType.Implode, 50.0f, AnimController.RefLimb.body);
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for (int i = 0; i < 10; i++)
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{
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