diff --git a/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml b/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml
index 4b478cc34..dfe2b0342 100644
--- a/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml
+++ b/Barotrauma/BarotraumaShared/Data/ContentPackages/Vanilla 0.9.xml
@@ -46,7 +46,7 @@
-
+
diff --git a/Barotrauma/BarotraumaShared/SharedContent.projitems b/Barotrauma/BarotraumaShared/SharedContent.projitems
index 619c6b810..12bc65fa1 100644
--- a/Barotrauma/BarotraumaShared/SharedContent.projitems
+++ b/Barotrauma/BarotraumaShared/SharedContent.projitems
@@ -10,7 +10,7 @@
-
+
@@ -45,10 +45,10 @@
PreserveNewest
-
+
PreserveNewest
-
+
PreserveNewest
@@ -897,13 +897,13 @@
PreserveNewest
-
+
PreserveNewest
-
+
PreserveNewest
-
+
PreserveNewest
@@ -2356,7 +2356,7 @@
PreserveNewest
-
+
PreserveNewest
diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs b/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs
index 9be72b20f..37364e0bf 100644
--- a/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs
+++ b/Barotrauma/BarotraumaShared/Source/Characters/Animation/FishAnimController.cs
@@ -710,22 +710,6 @@ namespace Barotrauma
limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
}
- private void SmoothRotateWithoutWrapping(Limb limb, float angle, Limb referenceLimb, float torque)
- {
- //make sure the angle "has the same number of revolutions" as the reference limb
- //(e.g. we don't want to rotate the legs to 0 if the torso is at 360, because that'd blow up the hip joints)
- while (referenceLimb.Rotation - angle > MathHelper.TwoPi)
- {
- angle += MathHelper.TwoPi;
- }
- while (referenceLimb.Rotation - angle < -MathHelper.TwoPi)
- {
- angle -= MathHelper.TwoPi;
- }
-
- limb?.body.SmoothRotate(angle, torque, wrapAngle: false);
- }
-
public override void Flip()
{
base.Flip();