Unstable 0.1300.0.3
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@@ -450,12 +450,21 @@ namespace Barotrauma
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if (GameMain.GameSession?.GameMode is TestGameMode) { return; }
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#endif
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if (Level.Loaded == null) { return; }
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float submarineDepth = submarine.RealWorldDepth;
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if (!Submarine.AtDamageDepth) { return; }
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//camera shake and sounds start playing 500 meters before crush depth
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float depthEffectThreshold = 500.0f;
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if (Submarine.RealWorldDepth < Level.Loaded.RealWorldCrushDepth - depthEffectThreshold && Submarine.RealWorldDepth < Submarine.RealWorldCrushDepth - depthEffectThreshold)
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{
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return;
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}
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depthDamageTimer -= deltaTime;
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if (depthDamageTimer > 0.0f) { return; }
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#if CLIENT
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SoundPlayer.PlayDamageSound("pressure", Rand.Range(0.0f, 100.0f), submarine.WorldPosition + Rand.Vector(Rand.Range(0.0f, Math.Min(submarine.Borders.Width, submarine.Borders.Height))), 20000.0f);
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#endif
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foreach (Structure wall in Structure.WallList)
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{
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if (wall.Submarine != submarine) { continue; }
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@@ -463,12 +472,14 @@ namespace Barotrauma
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float wallCrushDepth = wall.CrushDepth;
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if (submarine.Info.SubmarineClass == SubmarineClass.DeepDiver) { wallCrushDepth *= 1.2f; }
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float pastCrushDepth = submarine.RealWorldDepth - wallCrushDepth;
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if (pastCrushDepth < 0) { return; }
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Explosion.RangedStructureDamage(wall.WorldPosition, 100.0f, pastCrushDepth * 0.1f, levelWallDamage: 0.0f);
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if (pastCrushDepth > 0)
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{
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Explosion.RangedStructureDamage(wall.WorldPosition, 100.0f, pastCrushDepth * 0.1f, levelWallDamage: 0.0f);
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}
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, Math.Min(pastCrushDepth * 0.001f, 50.0f));
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}
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GameMain.GameScreen.Cam.Shake = Math.Max(GameMain.GameScreen.Cam.Shake, MathHelper.Clamp(pastCrushDepth * 0.001f, 1.0f, 50.0f));
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}
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}
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depthDamageTimer = 10.0f;
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