Unstable 0.17.0.0
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@@ -75,7 +75,7 @@ namespace Barotrauma
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case FloodType.Minor:
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currentFloodState += deltaTime;
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//lerp the water surface in all hulls 15 units above the floor within 10 seconds
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foreach (Hull hull in Hull.hullList)
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foreach (Hull hull in Hull.HullList)
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{
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for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
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{
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@@ -87,7 +87,7 @@ namespace Barotrauma
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case FloodType.Major:
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currentFloodState += deltaTime;
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//create a full flood in 10 seconds
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foreach (Hull hull in Hull.hullList)
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foreach (Hull hull in Hull.HullList)
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{
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for (int i = hull.FakeFireSources.Count - 1; i >= 0; i--)
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{
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@@ -98,7 +98,7 @@ namespace Barotrauma
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break;
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case FloodType.HideFlooding:
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//hide water inside hulls (the player can't see which hulls are flooded)
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foreach (Hull hull in Hull.hullList)
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foreach (Hull hull in Hull.HullList)
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{
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hull.DrawSurface = hull.Rect.Y - hull.Rect.Height;
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}
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@@ -140,7 +140,7 @@ namespace Barotrauma
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character.Submarine != null &&
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createFireSourceTimer > MathHelper.Lerp(MaxFakeFireSourceInterval, MinFakeFireSourceInterval, Strength / 100.0f))
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{
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Hull fireHull = Hull.hullList.GetRandom(h => h.Submarine == character.Submarine);
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Hull fireHull = Hull.HullList.GetRandomUnsynced(h => h.Submarine == character.Submarine);
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if (fireHull != null)
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{
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var fakeFire = new DummyFireSource(Vector2.One * 500.0f, new Vector2(Rand.Range(fireHull.WorldRect.X, fireHull.WorldRect.Right), fireHull.WorldPosition.Y + 1), fireHull, isNetworkMessage: true)
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