GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -66,19 +66,16 @@ namespace Subsurface.Particles
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velocity = speed;
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this.rotation = rotation + MathUtils.RandomFloatLocal(prefab.startRotationMin, prefab.startRotationMax);
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this.rotation = rotation + Rand.Range(prefab.startRotationMin, prefab.startRotationMax);
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prevRotation = rotation;
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float rand = (float)Game1.localRandom.NextDouble();
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angularVelocity = prefab.angularVelocityMin + (prefab.angularVelocityMax - prefab.angularVelocityMin) * rand;
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angularVelocity = prefab.angularVelocityMin + (prefab.angularVelocityMax - prefab.angularVelocityMin) * Rand.Range(0.0f, 1.0f);
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lifeTime = prefab.lifeTime;
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rand = (float)Game1.localRandom.NextDouble();
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size = prefab.startSizeMin + (prefab.startSizeMax - prefab.startSizeMin)*rand;
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size = prefab.startSizeMin + (prefab.startSizeMax - prefab.startSizeMin) * Rand.Range(0.0f, 1.0f);
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rand = (float)Game1.localRandom.NextDouble();
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sizeChange = prefab.sizeChangeMin + (prefab.sizeChangeMax - prefab.sizeChangeMin) * rand;
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sizeChange = prefab.sizeChangeMin + (prefab.sizeChangeMax - prefab.sizeChangeMin) * Rand.Range(0.0f, 1.0f);
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yLimits = Vector2.Zero;
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