(7ee8dbc11) v0.9.8.0
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@@ -250,7 +250,9 @@ namespace Barotrauma
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/// <summary>
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/// Takes flipping (Dir) into account.
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/// </summary>
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public float TransformedRotation => Dir < 0 ? Rotation - MathHelper.Pi : Rotation;
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public float TransformedRotation => TransformRotation(Rotation, Dir);
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public static float TransformRotation(float rot, float dir) => dir < 0 ? rot - MathHelper.Pi : rot;
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public Vector2 LinearVelocity
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{
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@@ -351,9 +353,9 @@ namespace Barotrauma
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public PhysicsBody(LimbParams limbParams, Vector2 position)
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{
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float radius = ConvertUnits.ToSimUnits(limbParams.Radius) * limbParams.Ragdoll.LimbScale;
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float height = ConvertUnits.ToSimUnits(limbParams.Height) * limbParams.Ragdoll.LimbScale;
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float width = ConvertUnits.ToSimUnits(limbParams.Width) * limbParams.Ragdoll.LimbScale;
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float radius = ConvertUnits.ToSimUnits(limbParams.Radius) * limbParams.Scale * limbParams.Ragdoll.LimbScale;
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float height = ConvertUnits.ToSimUnits(limbParams.Height) * limbParams.Scale * limbParams.Ragdoll.LimbScale;
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float width = ConvertUnits.ToSimUnits(limbParams.Width) * limbParams.Scale * limbParams.Ragdoll.LimbScale;
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density = limbParams.Density;
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CreateBody(width, height, radius, density);
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FarseerBody.BodyType = BodyType.Dynamic;
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