v0.13.0.11
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@@ -637,7 +637,7 @@ namespace Barotrauma
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Vector2 bodyPos = WorldPosition + BodyOffset;
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Vector2 transformedMousePos = MathUtils.RotatePointAroundTarget(position, bodyPos, MathHelper.ToDegrees(BodyRotation));
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Vector2 transformedMousePos = MathUtils.RotatePointAroundTarget(position, bodyPos, BodyRotation);
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return
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Math.Abs(transformedMousePos.X - bodyPos.X) < rectSize.X / 2.0f &&
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@@ -819,16 +819,12 @@ namespace Barotrauma
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}
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for (int i = 1; i <= particleAmount; i++)
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{
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var worldRect = section.WorldRect;
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Vector2 particlePos = new Vector2(
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Rand.Range(section.rect.X, section.rect.Right),
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Rand.Range(section.rect.Y - section.rect.Height, section.rect.Y));
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Rand.Range(worldRect.X, worldRect.Right),
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Rand.Range(worldRect.Y - worldRect.Height, worldRect.Y));
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if (Submarine != null)
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{
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particlePos += Submarine.DrawPosition;
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}
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)));
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var particle = GameMain.ParticleManager.CreateParticle("shrapnel", particlePos, Rand.Vector(Rand.Range(1.0f, 50.0f)), collisionIgnoreTimer: 1f);
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if (particle == null) break;
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}
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}
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