Cutting/repairing holes in walls is logged, fixed gaps emitting drip particles even if there's no water in either hull. Closes #139
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@@ -78,7 +78,7 @@ namespace Barotrauma
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}
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//light dripping
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if (open < 0.2f)
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if (open < 0.2f && LerpedFlowForce.LengthSquared() > 100.0f)
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{
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float particlesPerSec = open * 1000.0f;
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float emitInterval = 1.0f / particlesPerSec;
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