tyuityuidfgh
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@@ -288,7 +288,8 @@ namespace Barotrauma
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}
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else
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{
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LethalPressure += 10.0f * deltaTime;
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LethalPressure += ( Submarine.Loaded!=null && Submarine.Loaded.AtDamageDepth) ? 100.0f*deltaTime : 10.0f * deltaTime;
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}
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@@ -257,11 +257,11 @@ namespace Barotrauma
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if (sub.Position.Y > DamageDepth) return;
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float depth = DamageDepth - sub.Position.Y;
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depth = Math.Max(depth, -40000.0f);
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depth = Math.Min(depth, 40000.0f);
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// float prevTimer = depthDamageTimer;
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depthDamageTimer -= deltaTime*depth*PressureDamageMultiplier;
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depthDamageTimer -= deltaTime*Math.Min(depth,20000)*PressureDamageMultiplier;
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//if (prevTimer>5.0f && depthDamageTimer<=5.0f)
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//{
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@@ -284,7 +284,7 @@ namespace Barotrauma
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(Rand.Int(2) == 0) ? Borders.Y : Borders.Y - Borders.Height);
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}
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SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 5000.0f);
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SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
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GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
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