statuseffect setvalue, new diving suit sprite & character slowdown, welded door sprite
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@@ -59,10 +59,9 @@ namespace Subsurface.Items.Components
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{
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float hullPercentage = 0.0f;
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if (hull1 != null) hullPercentage = (hull1.Volume / hull1.FullVolume) * 100.0f;
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flowPercentage = ((float)targetLevel - hullPercentage);
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FlowPercentage = ((float)targetLevel - hullPercentage) * 10.0f;
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}
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currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
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if (voltage < minVoltage) return;
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@@ -72,11 +71,8 @@ namespace Subsurface.Items.Components
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float powerFactor = (currPowerConsumption==0.0f) ? 1.0f : voltage;
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//flowPercentage = maxFlow * powerFactor;
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float deltaVolume = 0.0f;
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deltaVolume = (flowPercentage/100.0f) * maxFlow * powerFactor;
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float deltaVolume = (flowPercentage/100.0f) * maxFlow * powerFactor;
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hull1.Volume += deltaVolume;
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if (hull1.Volume > hull1.FullVolume) hull1.Pressure += 0.5f;
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@@ -171,7 +167,7 @@ namespace Subsurface.Items.Components
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float tempTarget;
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if (float.TryParse(signal, NumberStyles.Any, CultureInfo.InvariantCulture, out tempTarget))
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{
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targetLevel = MathHelper.Clamp(tempTarget, 0.0f, 100.0f);
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targetLevel = MathHelper.Clamp((tempTarget+100.0f)/2.0f, 0.0f, 100.0f);
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}
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}
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@@ -152,7 +152,7 @@ namespace Subsurface.Items.Components
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if (PlayerInput.LeftButtonDown())
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{
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targetVelocity = PlayerInput.MousePosition - new Vector2(velRect.Center.X, velRect.Center.Y);
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TargetVelocity = PlayerInput.MousePosition - new Vector2(velRect.Center.X, velRect.Center.Y);
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targetVelocity.Y = -targetVelocity.Y;
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valueChanged = true;
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