Build 0.18.13.0
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@@ -877,6 +877,7 @@ namespace Barotrauma
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//and check if the collision should be ignored in the OnCollision callback, but
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//that'd make the hit detection more expensive because every item would be included)
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collisionCategory = Physics.CollisionCharacter;
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collidesWith |= Physics.CollisionProjectile;
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}
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if (collisionCategoryStr != null)
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{
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@@ -1265,8 +1266,8 @@ namespace Barotrauma
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(simPosition);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)(displayPos.Y + rect.Height / 2.0f);
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rect.X = (int)MathF.Round(displayPos.X - rect.Width / 2.0f);
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rect.Y = (int)MathF.Round(displayPos.Y + rect.Height / 2.0f);
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if (findNewHull) { FindHull(); }
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}
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