Infinite wall fixes, pressure damage to sub, sub/mode voting & randomization working now, better ui scaling
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@@ -78,7 +78,7 @@ namespace Barotrauma
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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GameMain.GameSession.Submarine.ApplyForce(targetMovement * 100000.0f);
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GameMain.GameSession.Submarine.ApplyForce(targetMovement * 1000000.0f);
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}
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#endif
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dustOffset -= Vector2.UnitY * 10.0f * (float)deltaTime;
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@@ -213,11 +213,11 @@ namespace Barotrauma
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viewRect.Y = -viewRect.Y;
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float multiplier = 0.8f;
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for (int i = 1; i < 3; i++)
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for (int i = 1; i < 4; i++)
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{
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spriteBatch.Draw(dustParticles, viewRect,
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new Rectangle((int)((backgroundPos.X * multiplier)), (int)((-backgroundPos.Y * multiplier)), cam.WorldView.Width, cam.WorldView.Height),
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Color.LightGray * multiplier, 0.0f, Vector2.Zero, SpriteEffects.None, 1.0f-multiplier);
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Color.White * multiplier, 0.0f, Vector2.Zero, SpriteEffects.None, 1.0f-multiplier);
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multiplier -= 0.15f;
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}
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