Build 1.1.4.0
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@@ -99,12 +99,14 @@ namespace Barotrauma
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float newAngularVelocity = Collider.AngularVelocity;
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Collider.CorrectPosition(character.MemState, out newPosition, out newVelocity, out newRotation, out newAngularVelocity);
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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if (Collider.BodyType == BodyType.Dynamic)
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{
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newVelocity = newVelocity.ClampLength(100.0f);
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if (!MathUtils.IsValid(newVelocity)) { newVelocity = Vector2.Zero; }
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overrideTargetMovement = newVelocity.LengthSquared() > 0.01f ? newVelocity : Vector2.Zero;
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Collider.LinearVelocity = newVelocity;
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Collider.AngularVelocity = newAngularVelocity;
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}
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float distSqrd = Vector2.DistanceSquared(newPosition, Collider.SimPosition);
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float errorTolerance = character.CanMove && !character.IsRagdolled ? 0.01f : 0.2f;
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