diff --git a/Subsurface/Barotrauma.csproj b/Subsurface/Barotrauma.csproj index 7da1f6e51..f5c306e0e 100644 --- a/Subsurface/Barotrauma.csproj +++ b/Subsurface/Barotrauma.csproj @@ -60,7 +60,7 @@ Icon.ico - + diff --git a/Subsurface/Source/Particles/Particle.cs b/Subsurface/Source/Particles/Particle.cs index 424bdc5bb..1b8ffbd52 100644 --- a/Subsurface/Source/Particles/Particle.cs +++ b/Subsurface/Source/Particles/Particle.cs @@ -245,7 +245,7 @@ namespace Barotrauma.Particles velocity -= (velocity / speed) * Math.Min(speed * speed * prefab.WaterDrag * deltaTime, 1.0f); } - private void OnWallCollisionInside(Hull prevHull, Vector2 position) + private void OnWallCollisionInside(Hull prevHull, Vector2 edgePos) { Rectangle prevHullRect = prevHull.WorldRect; @@ -253,24 +253,24 @@ namespace Barotrauma.Particles velocity -= subVel; - if (position.Y < prevHullRect.Y - prevHullRect.Height) + if (edgePos.Y < prevHullRect.Y - prevHullRect.Height) { position.Y = prevHullRect.Y - prevHullRect.Height + prefab.CollisionRadius; velocity.Y = -velocity.Y; } - else if (position.Y > prevHullRect.Y) + else if (edgePos.Y > prevHullRect.Y) { position.Y = prevHullRect.Y - prefab.CollisionRadius; velocity.X = Math.Abs(velocity.Y) * Math.Sign(velocity.X); velocity.Y = -velocity.Y * 0.1f; } - if (position.X < prevHullRect.X) + if (edgePos.X < prevHullRect.X) { position.X = prevHullRect.X + prefab.CollisionRadius; velocity.X = -velocity.X; } - else if (position.X > prevHullRect.X + prevHullRect.Width) + else if (edgePos.X > prevHullRect.X + prevHullRect.Width) { position.X = prevHullRect.X + prevHullRect.Width - prefab.CollisionRadius; velocity.X = -velocity.X;