END WORM, fixed camera pos "twitching" when exiting/entering the sub, character scaling
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@@ -178,8 +178,8 @@ namespace Barotrauma
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set { body.CollidesWith = value; }
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}
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public PhysicsBody(XElement element)
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: this(element, Vector2.Zero)
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public PhysicsBody(XElement element, float scale = 1.0f)
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: this(element, Vector2.Zero, scale)
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{
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}
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@@ -194,11 +194,11 @@ namespace Barotrauma
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list.Add(this);
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}
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public PhysicsBody(XElement element, Vector2 position)
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public PhysicsBody(XElement element, Vector2 position, float scale=1.0f)
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{
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float radius = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "radius", 0.0f));
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float height = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "height", 0.0f));
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float width = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "width", 0.0f));
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float radius = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "radius", 0.0f)) * scale;
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float height = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "height", 0.0f)) * scale;
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float width = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "width", 0.0f)) * scale;
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density = ToolBox.GetAttributeFloat(element, "density", 10.0f);
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@@ -307,7 +307,7 @@ namespace Barotrauma
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drawRotation = Physics.Interpolate(prevRotation, body.Rotation);
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}
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public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null)
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public void Draw(SpriteBatch spriteBatch, Sprite sprite, Color color, float? depth = null, float scale = 1.0f)
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{
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if (!body.Enabled) return;
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@@ -320,7 +320,7 @@ namespace Barotrauma
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color = Color.Blue;
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}
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sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, 1.0f, spriteEffect, depth);
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sprite.Draw(spriteBatch, new Vector2(DrawPosition.X, -DrawPosition.Y), color, -drawRotation, scale, spriteEffect, depth);
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}
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