Unstable 0.17.0.0
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@@ -469,7 +469,7 @@ namespace Barotrauma
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Color? color = null;
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if (character.ExternalHighlight)
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{
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color = Color.Lerp(Color.White, GUI.Style.Orange, (float)Math.Sin(Timing.TotalTime * 3.5f));
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color = Color.Lerp(Color.White, GUIStyle.Orange, (float)Math.Sin(Timing.TotalTime * 3.5f));
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}
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float depthOffset = GetDepthOffset();
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@@ -564,7 +564,7 @@ namespace Barotrauma
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Vector2 pos = ConvertUnits.ToDisplayUnits(limb.PullJointWorldAnchorB);
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if (currentHull?.Submarine != null) pos += currentHull.Submarine.DrawPosition;
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pos.Y = -pos.Y;
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), GUI.Style.Red, true, 0.01f);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)pos.Y, 5, 5), GUIStyle.Red, true, 0.01f);
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pos = ConvertUnits.ToDisplayUnits(limb.PullJointWorldAnchorA);
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if (currentHull?.Submarine != null) pos += currentHull.Submarine.DrawPosition;
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@@ -575,8 +575,8 @@ namespace Barotrauma
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limb.body.DebugDraw(spriteBatch, inWater ? (currentHull == null ? Color.Blue : Color.Cyan) : Color.White);
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}
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Collider.DebugDraw(spriteBatch, frozen ? GUI.Style.Red : (inWater ? Color.SkyBlue : Color.Gray));
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GUI.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.FormatSingleDecimal(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
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Collider.DebugDraw(spriteBatch, frozen ? GUIStyle.Red : (inWater ? Color.SkyBlue : Color.Gray));
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GUIStyle.Font.DrawString(spriteBatch, Collider.LinearVelocity.X.FormatSingleDecimal(), new Vector2(Collider.DrawPosition.X, -Collider.DrawPosition.Y), Color.Orange);
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foreach (var joint in LimbJoints)
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{
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@@ -607,10 +607,10 @@ namespace Barotrauma
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(humanoid.RightHandIKPos);
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if (humanoid.character.Submarine != null) { pos += humanoid.character.Submarine.DrawPosition; }
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), GUI.Style.Green, true);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), GUIStyle.Green, true);
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pos = ConvertUnits.ToDisplayUnits(humanoid.LeftHandIKPos);
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if (humanoid.character.Submarine != null) { pos += humanoid.character.Submarine.DrawPosition; }
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), GUI.Style.Green, true);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 4, 4), GUIStyle.Green, true);
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Vector2 aimPos = humanoid.AimSourceWorldPos;
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aimPos.Y = -aimPos.Y;
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