v0.18.15.0
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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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