- changes to the logic for distributing oxygen through vents: the oxygen generator pushes more oxygen to larger rooms
- bugfixes in HumanoidAnimController.Flip() - item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects - gap bubble particle tweaking
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@@ -1151,12 +1151,13 @@ namespace Barotrauma
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case LimbType.RightThigh:
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case LimbType.RightLeg:
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case LimbType.RightFoot:
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mirror = true;
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flipAngle = true;
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wrapAngle = true;
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mirror = Crouching && !inWater;
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flipAngle = (limb.DoesFlip || Crouching) && !inWater;
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wrapAngle = !inWater;
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break;
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default:
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flipAngle = limb.DoesFlip;
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flipAngle = limb.DoesFlip && !inWater;
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wrapAngle = !inWater;
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break;
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}
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