Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/Characters/Animation/Ragdoll.cs
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@@ -856,12 +856,19 @@ namespace Barotrauma
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headInWater = false;
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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float floorY = GetFloorY();
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inWater = currentHull.Volume > currentHull.FullVolume * 0.95f ||
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(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface);
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inWater = false;
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if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
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{
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inWater = true;
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}
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else
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{
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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if (Collider.SimPosition.Y < waterSurface && waterSurface - GetFloorY() > HeadPosition * 0.95f)
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{
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inWater = true;
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}
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}
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}
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if (flowForce.LengthSquared() > 0.001f)
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@@ -1069,15 +1076,7 @@ namespace Barotrauma
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float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor;
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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float floorY = GetFloorY();
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if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
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(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
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inWater = true;
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if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
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{
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Vector2 newSpeed = Collider.LinearVelocity;
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