Merge branch 'master' into new-netcode
Conflicts: Subsurface/Properties/AssemblyInfo.cs Subsurface/Source/Items/Components/Signal/Wire.cs Subsurface/Source/Items/Item.cs Subsurface/Source/Items/ItemInventory.cs Subsurface/Source/Networking/GameServer.cs
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@@ -1123,17 +1123,18 @@ namespace Barotrauma
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}
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}
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if (moveCam)
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if (moveCam && needsAir)
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{
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float pressureEffect = 0.0f;
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if (pressureProtection < 80.0f && AnimController.CurrentHull != null && AnimController.CurrentHull.LethalPressure > 50.0f)
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if (pressureProtection < 80.0f &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure > 50.0f))
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{
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float pressure = AnimController.CurrentHull == null ? 100.0f : AnimController.CurrentHull.LethalPressure;
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cam.Zoom = MathHelper.Lerp(cam.Zoom,
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(AnimController.CurrentHull.LethalPressure / 50.0f) * Rand.Range(1.0f, 1.05f),
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(AnimController.CurrentHull.LethalPressure - 50.0f) / 50.0f);
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(pressure / 50.0f) * Rand.Range(1.0f, 1.05f),
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(pressure - 50.0f) / 50.0f);
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}
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, (Submarine == null ? 400.0f : 250.0f)+pressureEffect, 0.05f);
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cam.OffsetAmount = MathHelper.Lerp(cam.OffsetAmount, 250.0f, 0.05f);
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}
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cursorPosition = cam.ScreenToWorld(PlayerInput.MousePosition);
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