Cam twitching fix? (untested)
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@@ -148,8 +148,11 @@ namespace Barotrauma
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rotation = message.ReadFloat();
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}
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catch
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return;
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}
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@@ -186,15 +189,11 @@ namespace Barotrauma
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aiController.ReadNetworkData(message);
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return;
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case NetworkEventType.EntityUpdate:
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Vector2 targetMovement = Vector2.Zero;
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bool targetDir = false;
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if (sendingTime <= LastNetworkUpdate) return;
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bool inSub = false;
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Vector2 pos = Vector2.Zero, vel = Vector2.Zero;
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Vector2 targetMovement = Vector2.Zero, pos = Vector2.Zero;
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bool targetDir = false,inSub = false;
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try
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{
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targetDir = message.ReadBoolean();
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@@ -204,14 +203,13 @@ namespace Barotrauma
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inSub = message.ReadBoolean();
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pos.X = message.ReadFloat();
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pos.Y = message.ReadFloat();
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//vel.X = message.ReadFloat();
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//vel.Y = message.ReadFloat();
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pos.Y = message.ReadFloat();
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}
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catch
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catch (Exception e)
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{
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#if DEBUG
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DebugConsole.ThrowError("Failed to read AICharacter update message", e);
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#endif
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return;
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}
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@@ -232,6 +232,7 @@ namespace Barotrauma
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if (Character.Controlled != null) Character.Controlled.CursorPosition += displayerMoveAmount;
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GameMain.GameScreen.Cam.Position += displayerMoveAmount;
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GameMain.GameScreen.Cam.UpdateTransform();
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targetPosition = null;
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}
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else if (dist > 50.0f)
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@@ -494,7 +495,6 @@ namespace Barotrauma
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}
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Explosion.RangedStructureDamage(ConvertUnits.ToDisplayUnits(lastContactPoint), impact * 50.0f, impact * DamageMultiplier);
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}
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}
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