Removed unnecessary memLocalPos stuff
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@@ -29,7 +29,6 @@ namespace Barotrauma
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protected List<PosInfo> memPos = new List<PosInfo>();
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protected List<PosInfo> memPos = new List<PosInfo>();
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private bool networkUpdateSent;
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private bool networkUpdateSent;
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List<PosInfo> memLocalPos = new List<PosInfo>();
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//the Character that the player is currently controlling
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//the Character that the player is currently controlling
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private static Character controlled;
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private static Character controlled;
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@@ -212,12 +211,6 @@ namespace Barotrauma
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get { return memPos; }
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get { return memPos; }
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}
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}
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public List<PosInfo> MemLocalPos
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{
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get { return memLocalPos; }
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}
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public Character ClosestCharacter
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public Character ClosestCharacter
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{
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{
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get { return closestCharacter; }
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get { return closestCharacter; }
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@@ -1072,18 +1065,6 @@ namespace Barotrauma
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (Submarine == null ? 400.0f : 250.0f)+pressureEffect, 0.05f);
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (Submarine == null ? 400.0f : 250.0f)+pressureEffect, 0.05f);
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}
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}
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.Character == this)
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{
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if (memLocalPos.Count == 0 || NetTime.Now > memLocalPos.Last().Timestamp + 0.1f)
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{
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memLocalPos.Add(
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new PosInfo(
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SimPosition,
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AnimController.Dir > 0.0f ? Direction.Right : Direction.Left,
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(float)NetTime.Now));
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}
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}
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cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
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cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
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if (AnimController.CurrentHull != null && AnimController.CurrentHull.Submarine != null)
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if (AnimController.CurrentHull != null && AnimController.CurrentHull.Submarine != null)
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{
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{
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