Actually round movement.X down to zero
whoops
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@@ -283,6 +283,11 @@ namespace Barotrauma
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MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, movementLerp) :
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MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, movementLerp) :
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overrideTargetMovement;
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overrideTargetMovement;
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if (Math.Abs(movement.X) < 0.005f)
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{
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movement.X = 0.0f;
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}
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movement.Y = 0.0f;
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movement.Y = 0.0f;
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for (int i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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@@ -489,6 +494,7 @@ namespace Barotrauma
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{
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{
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movement = Vector2.Normalize(movement);
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movement = Vector2.Normalize(movement);
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}
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}
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if (Math.Abs(movement.X)<0.005f)
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if (Math.Abs(movement.X)<0.005f)
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{
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{
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movement.X = 0.0f;
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movement.X = 0.0f;
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@@ -1358,7 +1358,7 @@ namespace Barotrauma
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TransformCursorPos();
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TransformCursorPos();
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if (dequeuedInput == InputNetFlags.None && Math.Abs(AnimController.movement.X) < 0.005f && Math.Abs(AnimController.movement.Y) < 0.005f)
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if (dequeuedInput == InputNetFlags.None && Math.Abs(AnimController.Collider.LinearVelocity.X) < 0.005f && Math.Abs(AnimController.Collider.LinearVelocity.Y) < 0.005f)
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{
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{
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while (memInput.Count > 5 && memInput[memInput.Count - 1] == 0)
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while (memInput.Count > 5 && memInput[memInput.Count - 1] == 0)
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{
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{
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