(d404aba3e) Added background color to keybind inputs in the Controls settings layout, to help readability
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@@ -1898,7 +1898,7 @@ namespace Barotrauma
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//cannot be protected from pressure when below crush depth
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protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
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//implode if not protected from pressure, and either outside or in a high-pressure hull
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if (!protectedFromPressure &&
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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{
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if (CharacterHealth.PressureKillDelay <= 0.0f)
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@@ -1913,7 +1913,7 @@ namespace Barotrauma
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if (PressureTimer >= 100.0f)
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{
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if (Controlled == this) { cam.Zoom = 5.0f; }
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if (Controlled == this) cam.Zoom = 5.0f;
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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Implode();
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@@ -103,7 +103,6 @@ namespace Barotrauma
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}
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public float CrushDepth { get; private set; }
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public float PressureKillDelay { get; private set; } = 5.0f;
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public float Vitality { get; private set; }
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@@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private bool itemLoaded;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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@@ -1208,9 +1208,9 @@ namespace Barotrauma
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public List<T> GetConnectedComponents<T>(bool recursive = false) where T : ItemComponent
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{
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List<T> connectedComponents = new List<T>();
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base.FlipY(relativeToSub);
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if (recursive)
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if (Prefab.CanSpriteFlipY)
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{
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List<Item> alreadySearched = new List<Item>() { this };
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GetConnectedComponentsRecursive(alreadySearched, connectedComponents);
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@@ -646,6 +646,7 @@ namespace Barotrauma
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/// </summary>
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public void ApplyForce(Vector2 force, float maxVelocity)
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{
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if (!IsValidValue(force, "force", -1e10f, 1e10f)) return;
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if (!IsValidValue(maxVelocity, "max velocity")) return;
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Vector2 velocityAddition = force / Mass * (float)Timing.Step;
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@@ -656,10 +657,7 @@ namespace Barotrauma
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{
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newVelocity = newVelocity.ClampLength(maxVelocity);
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}
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Vector2 clampedForce = (newVelocity - body.LinearVelocity) * Mass / (float)Timing.Step;
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if (!IsValidValue(force, "clamped force", -1e10f, 1e10f)) return;
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body.ApplyForce(force);
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body.ApplyForce((newVelocity - body.LinearVelocity) * Mass / (float)Timing.Step);
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}
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public void ApplyForce(Vector2 force, Vector2 point)
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