Added colliderHeightFromFloor to a few places I missed, some more human collider tweaking, correcting collider y position faster
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@@ -71,7 +71,7 @@ namespace Barotrauma
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public bool onGround;
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private bool ignorePlatforms;
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private float colliderHeightFromFloor;
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protected float colliderHeightFromFloor;
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protected Structure stairs;
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@@ -978,7 +978,7 @@ namespace Barotrauma
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Vector2 rayStart = Collider.SimPosition;
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Vector2 rayEnd = rayStart;
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rayEnd.Y -= Collider.height * 0.5f + Collider.radius + ConvertUnits.ToSimUnits(55.0f);
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rayEnd.Y -= Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor*1.2f;
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var lowestLimb = FindLowestLimb();
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@@ -1037,7 +1037,7 @@ namespace Barotrauma
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if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
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{
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Vector2 newSpeed = Collider.LinearVelocity;
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newSpeed.Y = (targetY - Collider.SimPosition.Y)*2.0f;
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newSpeed.Y = (targetY - Collider.SimPosition.Y)*5.0f;
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Collider.LinearVelocity = newSpeed;
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}
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else
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@@ -1255,7 +1255,7 @@ namespace Barotrauma
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float halfHeight = Collider.height * 0.5f + Collider.radius;
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Vector2 offset = Vector2.Zero;
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offset.Y = ConvertUnits.ToSimUnits(-45.0f);
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offset.Y = -colliderHeightFromFloor;
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return Collider.SimPosition + offset +
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new Vector2((float)Math.Sin(Collider.Rotation), -(float)Math.Cos(Collider.Rotation)) * halfHeight;
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}
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