GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -62,11 +62,11 @@ namespace Subsurface
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//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
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if (movement.X > 0.1f && movement.X > Math.Abs(movement.Y))
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{
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targetDir = Direction.Right;
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TargetDir = Direction.Right;
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}
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else if (movement.X < -0.1f && movement.X < -Math.Abs(movement.Y))
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{
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targetDir = Direction.Left;
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TargetDir = Direction.Left;
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}
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}
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else
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@@ -79,17 +79,17 @@ namespace Subsurface
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if (rotation > 20 && rotation < 160)
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{
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targetDir = Direction.Left;
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TargetDir = Direction.Left;
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}
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else if (rotation > 200 && rotation < 340)
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{
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targetDir = Direction.Right;
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TargetDir = Direction.Right;
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}
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}
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//if (stunTimer > gameTime.TotalGameTime.TotalMilliseconds) return;
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if (targetDir != dir)
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if (TargetDir != dir)
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{
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Flip();
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if (flip) Mirror();
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@@ -213,7 +213,7 @@ namespace Subsurface
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//out whether the ragdoll is standing on ground
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float closestFraction = 1;
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//Structure closestStructure = null;
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Game1.world.RayCast((fixture, point, normal, fraction) =>
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Game1.World.RayCast((fixture, point, normal, fraction) =>
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{
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//other limbs and bodies with no collision detection are ignored
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if (fixture == null ||
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