Launcher error messageboxes, more easily controllable & better looking swimming, oxygen tank bugfixes, loading screen coroutine bugfix
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@@ -364,11 +364,11 @@ namespace Subsurface
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{
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if (LinearVelocity.X>100.0f)
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{
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DebugConsole.ThrowError("CHARACTER EXPLODED");
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//DebugConsole.ThrowError("CHARACTER EXPLODED");
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foreach (Limb limb in character.AnimController.Limbs)
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{
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limb.body.ResetDynamics();
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limb.body.SetTransform(body.SimPosition, 0.0f);
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limb.body.SetTransform(character.AnimController.RefLimb.SimPosition, 0.0f);
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}
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}
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@@ -390,15 +390,15 @@ namespace Subsurface
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Vector2 dragForce = Vector2.Zero;
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if (dragDot > 0)
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{
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float vel = LinearVelocity.Length();
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float vel = LinearVelocity.Length()*2.0f;
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float drag = dragDot * vel * vel
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* ConvertUnits.ToSimUnits(sprite.size.Y);
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dragForce = drag * -velDir;
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if (dragForce.Length() > 100.0f) { }
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//if (dragForce.Length() > 100.0f) { }
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}
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body.ApplyForce(dragForce + buoyancy);
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body.ApplyTorque(body.AngularVelocity * body.Mass * -0.05f);
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body.ApplyTorque(body.AngularVelocity * body.Mass * -0.08f);
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}
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if (character.IsDead) return;
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