409d4d9...aeafa16 (merge human-ai)
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@@ -492,16 +492,12 @@ namespace Barotrauma
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}
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foreach (var modifier in damageModifiers)
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{
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//float midAngle = MathUtils.GetMidAngle(modifier.ArmorSector.X, modifier.ArmorSector.Y);
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//float spritesheetOrientation = MathHelper.ToRadians(limbParams.Ragdoll.SpritesheetOrientation);
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//float offset = -body.Rotation - (midAngle + spritesheetOrientation) * Dir;
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float offset = GetArmorSectorRotationOffset(modifier.ArmorSector, -body.Rotation);
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Vector2 forward = Vector2.Transform(-Vector2.UnitY, Matrix.CreateRotationZ(offset));
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float rotation = -body.TransformedRotation + GetArmorSectorRotationOffset(modifier.ArmorSector) * Dir;
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Vector2 forward = VectorExtensions.Forward(rotation);
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float size = ConvertUnits.ToDisplayUnits(body.GetSize().Length() / 2);
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color = modifier.DamageMultiplier > 1 ? Color.Red : Color.GreenYellow;
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GUI.DrawLine(spriteBatch, bodyDrawPos, bodyDrawPos + Vector2.Normalize(forward) * size, color, width: (int)Math.Round(4 / cam.Zoom));
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if (Dir == -1) { offset += MathHelper.Pi; }
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ShapeExtensions.DrawSector(spriteBatch, bodyDrawPos, size, GetArmorSectorSize(modifier.ArmorSector) * Dir, 40, color, offset + MathHelper.Pi, thickness: 2 / cam.Zoom);
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ShapeExtensions.DrawSector(spriteBatch, bodyDrawPos, size, GetArmorSectorSize(modifier.ArmorSector) * Dir, 40, color, rotation + MathHelper.Pi, thickness: 2 / cam.Zoom);
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}
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}
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}
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