- fixed level generation algorithm placing waypoints at unreachable positions
- changes to drowning/suffocation logic (oxygen-value drops/rises at a fixed rate depending on whether there's enough oxygen available, instead of effects "stacking")
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@@ -41,10 +41,10 @@
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<Wearable limbtype="Head" slots="Any,Head">
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<sprite texture="DivingMask.png" limb="Head" sourcerect="1,1,37,38"/>
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<StatusEffect type="OnWearing" target="Character" ObstructVision="true" setvalue="true" disabledeltatime="true"/>
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<StatusEffect type="OnWearing" target="Contained,Character" Oxygen="20.0" Condition="-0.5">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.5">
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<RequiredItem type="Contained" name="Oxygen Tank"/>
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Contained,Character" Oxygen="-30.0" Condition="-0.5">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="-100.0" Oxygen="-20.0" Condition="-0.5">
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<RequiredItem type="Contained" name="Welding Fuel Tank"/>
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</StatusEffect>
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</Wearable>
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@@ -86,10 +86,13 @@
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<sprite texture="DivingSuit.png" limb="LeftLeg" sourcerect="17,47,21,51" origin="0.5,0.55" depth="0.02" hidelimb="true"/>
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<StatusEffect type="OnWearing" target="Character" ObstructVision="true" PressureProtection="100.0" SpeedMultiplier="0.6" LowPassMultiplier="0.2" setvalue="true" disabledeltatime="true"/>
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<StatusEffect type="OnWearing" target="Contained,Character" Oxygen="30.0" Condition="-0.5">
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<StatusEffect type="OnWearing" target="Contained,Character" OxygenAvailable="1000.0" Condition="-0.5">
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<RequiredItem type="Contained" name="Oxygen Tank"/>
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Character" Oxygen="-11.0"/>
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<StatusEffect type="OnWearing" target="Contained,Character" Oxygen="-20.0" Condition="-0.5">
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<RequiredItem type="Contained" name="Welding Fuel Tank"/>
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</StatusEffect>
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<StatusEffect type="OnWearing" target="Character" OxygenAvailable="-100.0"/>
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</Wearable>
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<ItemContainer capacity="1" hideitems="true">
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