(f2e516dfe) v0.9.3.2
This commit is contained in:
@@ -132,7 +132,9 @@ namespace Barotrauma
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{
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if (Frozen) return;
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if (MainLimb == null) { return; }
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levitatingCollider = true;
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if (!character.AllowInput)
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{
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levitatingCollider = false;
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@@ -542,8 +544,6 @@ namespace Barotrauma
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//limbs are disabled when simple physics is enabled, no need to move them
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if (SimplePhysicsEnabled) { return; }
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float mainLimbHeight = ColliderHeightFromFloor;
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Vector2 colliderBottom = GetColliderBottom();
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float movementAngle = 0.0f;
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@@ -569,9 +569,9 @@ namespace Barotrauma
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Vector2 pos = colliderBottom + Vector2.UnitY * TorsoPosition.Value;
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if (torso != MainLimb)
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{
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pos.X = torso.SimPosition.X;
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else
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mainLimbHeight = TorsoPosition.Value;
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}
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torso.MoveToPos(pos, TorsoMoveForce);
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torso.PullJointEnabled = true;
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@@ -591,9 +591,9 @@ namespace Barotrauma
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Vector2 pos = colliderBottom + Vector2.UnitY * HeadPosition.Value;
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if (head != MainLimb)
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{
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pos.X = head.SimPosition.X;
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else
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mainLimbHeight = HeadPosition.Value;
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}
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head.MoveToPos(pos, HeadMoveForce);
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head.PullJointEnabled = true;
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@@ -1298,7 +1298,8 @@ namespace Barotrauma
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Vector2 colliderPos = GetColliderBottom();
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bool wasCritical = target.Vitality < 0.0f;
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float prevVitality = target.Vitality;
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bool wasCritical = prevVitality < 0.0f;
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
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{
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@@ -1357,7 +1358,7 @@ namespace Barotrauma
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AfflictionPrefab.InternalDamage.Instantiate((CPRSettings.DamageSkillThreshold - skill) * CPRSettings.DamageSkillMultiplier,
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source: character)
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},
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0.0f, true, 0.0f, character);
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0.0f, true, 0.0f, attacker: null);
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}
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient) //Serverside code
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{
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@@ -1389,9 +1390,12 @@ namespace Barotrauma
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character.Info.IncreaseSkillLevel("medical", 0.5f, character.WorldPosition + Vector2.UnitY * 150.0f);
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SteamAchievementManager.OnCharacterRevived(target, character);
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lastReviveTime = (float)Timing.TotalTime;
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#if SERVER
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GameMain.Server?.KarmaManager?.OnCharacterHealthChanged(target, character, damage: Math.Min(prevVitality - target.Vitality, 0.0f));
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#endif
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//reset attacker, we don't want the character to start attacking us
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//because we caused a bit of damage to them during CPR
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if (target.LastAttacker == character) target.LastAttacker = null;
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if (target.LastAttacker == character) { target.LastAttacker = null; }
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}
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}
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}
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@@ -1,150 +0,0 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Xml;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class HumanoidAnimParams : ISerializableEntity
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{
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public string Name
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{
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get;
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private set;
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}
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public Dictionary<string, SerializableProperty> SerializableProperties
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{
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get;
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private set;
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}
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public HumanoidAnimParams(string file)
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{
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XDocument doc = XMLExtensions.TryLoadXml(file);
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if (doc == null || doc.Root == null) return;
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Name = doc.Root.Name.ToString();
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SerializableProperties = SerializableProperty.DeserializeProperties(this, doc.Root);
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}
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[Serialize(0.3f, true), Editable]
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public float GetUpSpeed
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{
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get;
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set;
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}
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[Serialize(1.54f, true), Editable]
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public float HeadPosition
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{
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get;
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set;
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}
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[Serialize(1.15f, true), Editable]
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public float TorsoPosition
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{
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get;
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set;
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}
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[Serialize(0.25f, true), Editable]
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public float HeadLeanAmount
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{
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get;
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set;
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}
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[Serialize(0.25f, true), Editable]
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public float TorsoLeanAmount
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{
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get;
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set;
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}
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[Serialize(5.0f, true), Editable]
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public float CycleSpeed
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{
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get;
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set;
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}
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[Serialize(15.0f, true), Editable]
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public float FootMoveStrength
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{
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get;
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set;
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}
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[Serialize(20.0f, true), Editable]
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public float FootRotateStrength
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{
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get;
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set;
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}
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[Serialize("0.4,0.12", true), Editable]
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public Vector2 StepSize
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{
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get;
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set;
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}
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[Serialize("0.0, 0.0", true), Editable]
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public Vector2 FootMoveOffset
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{
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get;
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set;
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}
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[Serialize(10.0f, true), Editable]
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public float LegCorrectionTorque
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{
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get;
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set;
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}
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[Serialize(15.0f, true), Editable]
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public float ThighCorrectionTorque
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{
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get;
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set;
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}
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[Serialize("0.4, 0.15", true), Editable]
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public Vector2 HandMoveAmount
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{
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get;
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set;
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}
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[Serialize("-0.15, 0.0", true), Editable]
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public Vector2 HandMoveOffset
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{
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get;
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set;
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}
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[Serialize(0.7f, true), Editable]
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public float HandMoveStrength
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{
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get;
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set;
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}
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[Serialize(-1.0f, true), Editable]
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public float HandClampY
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{
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get;
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set;
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}
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}
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}
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@@ -1252,7 +1252,7 @@ namespace Barotrauma
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rayEnd.Y -= Collider.height * 0.5f + Collider.radius + ColliderHeightFromFloor*1.2f;
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Vector2 colliderBottomDisplay = ConvertUnits.ToDisplayUnits(GetColliderBottom());
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if (!inWater && !character.IsDead && character.Stun <= 0f && levitatingCollider && Collider.LinearVelocity.Y>-ImpactTolerance)
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if (!inWater && !character.IsDead && character.Stun <= 0f && levitatingCollider && Collider.LinearVelocity.Y > -ImpactTolerance)
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{
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float closestFraction = 1.0f;
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Fixture closestFixture = null;
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