Unstable 0.1500.0.0
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@@ -142,6 +142,7 @@ namespace Barotrauma.Items.Components
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partial void UpdateProjSpecific(float deltaTime)
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{
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float rotationRad = MathHelper.ToRadians(item.Rotation);
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if (FlowPercentage < 0.0f)
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{
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foreach (var (position, emitter) in pumpOutEmitters)
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@@ -149,12 +150,13 @@ namespace Barotrauma.Items.Components
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if (item.CurrentHull != null && item.CurrentHull.Surface < item.Rect.Location.Y + position.Y) { continue; }
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//only emit "pump out" particles when underwater
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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float angle = 0.0f;
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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relativeParticlePos = MathUtils.RotatePoint(relativeParticlePos, item.FlippedX ? rotationRad : -rotationRad);
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float angle = -rotationRad;
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if (item.FlippedX)
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{
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relativeParticlePos.X = -relativeParticlePos.X;
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angle = MathHelper.Pi;
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angle += MathHelper.Pi;
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}
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if (item.FlippedY)
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{
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@@ -170,11 +172,12 @@ namespace Barotrauma.Items.Components
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foreach (var (position, emitter) in pumpInEmitters)
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{
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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float angle = 0.0f;
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relativeParticlePos = MathUtils.RotatePoint(relativeParticlePos, item.FlippedX ? rotationRad : -rotationRad);
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float angle = -rotationRad;
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if (item.FlippedX)
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{
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relativeParticlePos.X = -relativeParticlePos.X;
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angle = MathHelper.Pi;
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angle += MathHelper.Pi;
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}
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if (item.FlippedY)
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{
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