(ad567dea) v0.9.7.1
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@@ -26,9 +26,8 @@ namespace Barotrauma
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public static float WaveSpread = 0.05f;
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public static float WaveDampening = 0.05f;
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//how much excess water the room can contain, relative to the volume of the room.
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//needed to make it possible for pressure to "push" water up through U-shaped hull configurations
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public const float MaxCompress = 1.05f;
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//how much excess water the room can contain (= more than the volume of the room)
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public const float MaxCompress = 10000f;
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public readonly Dictionary<string, SerializableProperty> properties;
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public Dictionary<string, SerializableProperty> SerializableProperties
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@@ -155,7 +154,7 @@ namespace Barotrauma
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set
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{
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if (!MathUtils.IsValid(value)) return;
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waterVolume = MathHelper.Clamp(value, 0.0f, Volume * MaxCompress);
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waterVolume = MathHelper.Clamp(value, 0.0f, Volume + MaxCompress);
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if (waterVolume < Volume) Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
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if (waterVolume > 0.0f) update = true;
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}
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@@ -322,7 +321,6 @@ namespace Barotrauma
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CeilingHeight = ConvertUnits.ToDisplayUnits(upperPickedPos.Y - lowerPickedPos.Y);
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}
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}
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Pressure = rect.Y - rect.Height + waterVolume / rect.Width;
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}
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public void AddToGrid(Submarine submarine)
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@@ -875,7 +873,7 @@ namespace Barotrauma
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var hull = new Hull(MapEntityPrefab.Find(null, "hull"), rect, submarine)
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{
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WaterVolume = element.GetAttributeFloat("pressure", 0.0f),
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waterVolume = element.GetAttributeFloat("pressure", 0.0f),
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ID = (ushort)int.Parse(element.Attribute("ID").Value)
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};
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