Switch to Barotrauma & too many misc changes to remember
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@@ -8,9 +8,9 @@ using FarseerPhysics.Dynamics.Contacts;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Subsurface.Networking;
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using Barotrauma.Networking;
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namespace Subsurface
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namespace Barotrauma
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{
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class Ragdoll
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{
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@@ -491,8 +491,7 @@ namespace Subsurface
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{
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for (int i = 0; i < Limbs.Count(); i++)
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{
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if (Limbs[i] == null) continue;
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if (Limbs[i].pullJoint == null) continue;
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if (Limbs[i] == null || Limbs[i].pullJoint == null) continue;
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Limbs[i].pullJoint.Enabled = false;
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}
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}
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@@ -526,7 +525,7 @@ namespace Subsurface
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Category collisionCategory = (ignorePlatforms) ?
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wall | Physics.CollisionProjectile | Physics.CollisionStairs
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: wall | Physics.CollisionPlatform | Physics.CollisionStairs;
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: wall | Physics.CollisionProjectile | Physics.CollisionPlatform | Physics.CollisionStairs;
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foreach (Limb limb in Limbs)
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{
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@@ -538,6 +537,8 @@ namespace Subsurface
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public void Update(Camera cam, float deltaTime)
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{
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if (!character.Enabled) return;
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UpdateNetplayerPosition();
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Vector2 flowForce = Vector2.Zero;
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@@ -605,7 +606,7 @@ namespace Subsurface
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{
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//create a splash particle
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Subsurface.Particles.Particle splash = GameMain.ParticleManager.CreateParticle("watersplash",
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Barotrauma.Particles.Particle splash = GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface),
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new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 10.0f)),
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0.0f);
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