GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -197,7 +197,7 @@ namespace Subsurface
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joint.MotorEnabled = true;
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joint.MaxMotorTorque = 0.25f;
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Game1.world.AddJoint(joint);
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Game1.World.AddJoint(joint);
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for (int i = 0; i < limbJoints.Length; i++ )
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{
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@@ -223,7 +223,7 @@ namespace Subsurface
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float startDepth = 0.1f;
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float increment = 0.0001f;
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foreach (Character otherCharacter in Character.characterList)
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foreach (Character otherCharacter in Character.CharacterList)
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{
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if (otherCharacter==character) continue;
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startDepth+=increment;
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@@ -541,7 +541,7 @@ namespace Subsurface
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float allowedDistance = 0.1f;
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float dist = Vector2.Distance(limbs[0].body.Position, refLimb.body.TargetPosition);
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bool resetAll = (dist > resetDistance && character.largeUpdateTimer == 1);
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bool resetAll = (dist > resetDistance && character.LargeUpdateTimer == 1);
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Vector2 newMovement = (refLimb.body.TargetPosition - refLimb.body.Position);
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@@ -632,7 +632,7 @@ namespace Subsurface
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foreach (Limb l in limbs) l.Remove();
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foreach (RevoluteJoint joint in limbJoints)
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{
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Game1.world.RemoveJoint(joint);
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Game1.World.RemoveJoint(joint);
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}
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}
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