statuseffect setvalue, new diving suit sprite & character slowdown, welded door sprite
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@@ -237,6 +237,7 @@ namespace Subsurface
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soundIndex = AmbientSoundManager.flowSounds[index].Loop(soundIndex, soundVolume, Position, 2000.0f);
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flowForce = Vector2.Zero;
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.05f);
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if (open == 0.0f) return;
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@@ -253,8 +254,6 @@ namespace Subsurface
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UpdateRoomToRoom(deltaTime);
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}
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.05f);
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if (FlowForce.Length() > 150.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
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{
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//UpdateFlowForce();
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