v0.18.15.0
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@@ -91,6 +91,8 @@ namespace Barotrauma.MapCreatures.Behavior
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{
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foreach (BallastFloraBranch branch in Branches)
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{
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if (branch.IsRoot && isDead) { continue; }
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if (branch.AccumulatedDamage > 0)
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{
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CreateDamageParticle(branch, branch.AccumulatedDamage);
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@@ -101,8 +103,7 @@ namespace Barotrauma.MapCreatures.Behavior
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GUI.AddMessage($"{(int)branch.AccumulatedDamage}", GUIStyle.Red, pos, Vector2.UnitY * 10.0f, 3f, playSound: false, subId: Parent?.Submarine?.ID ?? -1);
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}
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}
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if (Character.Controlled != null && Character.Controlled.CurrentHull == branch.CurrentHull &&
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branch.IsRoot &&
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if (Character.Controlled != null && Character.Controlled.CurrentHull == branch.CurrentHull && branch.IsRoot &&
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(branch.AccumulatedDamage > 0.0f || branch.AccumulatedDamage < -0.1f))
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{
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Character.Controlled.UpdateHUDProgressBar(this,
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@@ -216,7 +216,7 @@ namespace Barotrauma
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{
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if (Math.Sign(flowTargetHull.Rect.Y - rect.Y) != Math.Sign(lerpedFlowForce.Y)) { return; }
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float particlesPerSec = Math.Max(open * rect.Width * 0.5f * particleAmountMultiplier, 10.0f);
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float particlesPerSec = Math.Max(open * rect.Width * particleAmountMultiplier, 10.0f);
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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@@ -257,8 +257,8 @@ namespace Barotrauma
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/*no dripping from large gaps between rooms (looks bad)*/
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((GapSize() <= Structure.WallSectionSize) || !IsRoomToRoom))
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{
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particleTimer += deltaTime;
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float particlesPerSec = open * 100.0f * particleAmountMultiplier;
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particleTimer += deltaTime;
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float particlesPerSec = open * 10.0f * particleAmountMultiplier;
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float emitInterval = 1.0f / particlesPerSec;
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while (particleTimer > emitInterval)
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{
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