v1.5.7.0 (Summer Update)
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@@ -600,6 +600,9 @@ namespace Barotrauma
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const float MaxWallDamage = 500.0f;
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const float MinCameraShake = 5f;
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const float MaxCameraShake = 50.0f;
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//delay at the start of the round during which you take no depth damage
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//(gives you a bit of time to react and return if you start the round in a level that's too deep)
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const float MinRoundDuration = 60.0f;
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if (Submarine.RealWorldDepth < Level.Loaded.RealWorldCrushDepth + CosmeticEffectThreshold || Submarine.RealWorldDepth < Submarine.RealWorldCrushDepth + CosmeticEffectThreshold)
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{
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@@ -616,7 +619,7 @@ namespace Barotrauma
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}
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depthDamageTimer -= deltaTime;
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if (depthDamageTimer <= 0.0f)
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if (depthDamageTimer <= 0.0f && (GameMain.GameSession == null || GameMain.GameSession.RoundDuration > MinRoundDuration))
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{
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foreach (Structure wall in Structure.WallList)
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{
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