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();