Collider isn't moved to the position of the main limb when frozen, limb collisions are temporarily disabled if the ragdoll is too far from the collider, some cleanup
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@@ -61,10 +61,11 @@ namespace Barotrauma
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead || Frozen || character.IsUnconscious || stunTimer > 0.0f)
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if (Frozen) return;
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if (character.IsDead || character.IsUnconscious || stunTimer > 0.0f)
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{
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collider.PhysEnabled = false;
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collider.SetTransform(GetLimb(LimbType.Torso).SimPosition, 0.0f);
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if (stunTimer > 0)
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@@ -97,9 +98,7 @@ namespace Barotrauma
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0.0f);
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collider.FarseerBody.Enabled = true;
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}
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}
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if (swimming)
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{
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@@ -146,12 +145,6 @@ namespace Barotrauma
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HandIK(rightHand, midPos);
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HandIK(leftHand, midPos);
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//rightHand.pullJoint.Enabled = true;
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//rightHand.pullJoint.WorldAnchorB = midPos;
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//rightHand.pullJoint.Enabled = true;
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//rightHand.pullJoint.WorldAnchorB = midPos;
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}
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else
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{
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@@ -310,8 +303,6 @@ namespace Barotrauma
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}
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}
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//if (LowestLimb == null) return;
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if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
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{
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collider.LinearVelocity = new Vector2(
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@@ -319,14 +310,6 @@ namespace Barotrauma
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collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
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}
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//float? ceilingY = null;
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//if (Submarine.PickBody(head.SimPosition, head.SimPosition + Vector2.UnitY, null, Physics.CollisionWall)!=null)
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//{
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// ceilingY = Submarine.LastPickedPosition.Y;
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// if (ceilingY - floorY < HeadPosition) Crouching = true;
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//}
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getUpSpeed = getUpSpeed * Math.Max(head.SimPosition.Y - colliderPos.Y, 0.5f);
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torso.pullJoint.Enabled = true;
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@@ -585,14 +568,7 @@ namespace Barotrauma
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//pull head above water
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head.body.SmoothRotate(0.0f, 5.0f);
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walkPos += 0.05f;
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//push feet downwards
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//leftFoot.body.ApplyForce(leftFoot.Mass * new Vector2(0.0f, -50.0f));
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// rightFoot.body.ApplyForce(rightFoot.Mass * new Vector2(0.0f, -50.0f));
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}
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else
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{
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