Particles that rotate towards the movement direction use sub-relative movement when inside the sub (weld/cut particles don't face the movement direction of the submarine anymore).
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@@ -168,7 +168,12 @@ namespace Barotrauma.Particles
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{
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if (velocityChange != Vector2.Zero || angularVelocity != 0.0f)
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{
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rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
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Vector2 relativeVel = velocity;
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if (currentHull?.Submarine != null)
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{
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relativeVel -= ConvertUnits.ToDisplayUnits(currentHull.Submarine.Velocity);
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}
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rotation = MathUtils.VectorToAngle(new Vector2(relativeVel.X, -relativeVel.Y));
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}
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}
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else
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