Unstable 0.1500.6.0 (1984 edition)
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+4
-4
@@ -170,7 +170,7 @@ namespace Barotrauma
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{
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get
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{
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float shoulderHeight = Collider.height / 2.0f - 0.1f;
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float shoulderHeight = Collider.height / 2.0f;
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if (inWater)
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{
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shoulderHeight += 0.4f;
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@@ -987,7 +987,7 @@ namespace Barotrauma
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return;
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}
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handPos += head.LinearVelocity * 0.1f;
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handPos += head.LinearVelocity.ClampLength(1.0f) * 0.1f;
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// Not sure why the params has to be flipped, but it works.
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var handMoveAmount = CurrentSwimParams.HandMoveAmount.Flip();
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@@ -1002,7 +1002,7 @@ namespace Barotrauma
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Vector2 rightHandPos = new Vector2(-handPosX, -handPosY) + handMoveOffset;
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rightHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, rightHandPos.X) : Math.Min(-0.3f, rightHandPos.X);
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rightHandPos = Vector2.Transform(rightHandPos, rotationMatrix);
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float speedMultiplier = character.SpeedMultiplier * (1 - Character.GetRightHandPenalty());
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float speedMultiplier = Math.Min(character.SpeedMultiplier * (1 - Character.GetRightHandPenalty()), 1.0f);
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// Limb hand, Vector2 pos, float force = 1.0f
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HandIK(rightHand, handPos + rightHandPos, CurrentSwimParams.ArmMoveStrength * speedMultiplier, CurrentSwimParams.HandMoveStrength * speedMultiplier);
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}
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@@ -1012,7 +1012,7 @@ namespace Barotrauma
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Vector2 leftHandPos = new Vector2(handPosX, handPosY) + handMoveOffset;
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leftHandPos.X = (Dir == 1.0f) ? Math.Max(0.3f, leftHandPos.X) : Math.Min(-0.3f, leftHandPos.X);
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leftHandPos = Vector2.Transform(leftHandPos, rotationMatrix);
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float speedMultiplier = character.SpeedMultiplier * (1 - Character.GetLeftHandPenalty());
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float speedMultiplier = Math.Min(character.SpeedMultiplier * (1 - Character.GetLeftHandPenalty()), 1.0f);
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HandIK(leftHand, handPos + leftHandPos, CurrentSwimParams.ArmMoveStrength * speedMultiplier, CurrentSwimParams.HandMoveStrength * speedMultiplier);
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}
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}
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