Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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@@ -41,7 +41,7 @@ namespace Barotrauma
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private Vector2 targetMovement;
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//a movement vector that overrides targetmovement if trying to steer
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//a character to the position sent by server in multiplayer mode
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//a Character to the position sent by server in multiplayer mode
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protected Vector2 correctionMovement;
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protected float floorY;
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@@ -616,7 +616,7 @@ namespace Barotrauma
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{
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//create a splash particle
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Barotrauma.Particles.Particle splash = GameMain.ParticleManager.CreateParticle("watersplash",
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GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface),
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new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
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0.0f);
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@@ -633,7 +633,7 @@ namespace Barotrauma
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//if the character dropped into water, create a wave
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//if the Character dropped into water, create a wave
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if (limb.LinearVelocity.Y<0.0f)
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{
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//1.0 when the limb is parallel to the surface of the water
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