(1036993d3) Adjusted motion detector in autodoors
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@@ -674,8 +674,6 @@ namespace Barotrauma
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velocity -= ((Submarine)f2.Body.UserData).Velocity;
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}
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if (character.Submarine == null && f2.Body.UserData is Submarine) velocity -= ((Submarine)f2.Body.UserData).Velocity;
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float impact = Vector2.Dot(velocity, -normal);
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if (f1.Body == Collider.FarseerBody || !Collider.Enabled)
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{
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@@ -694,6 +692,11 @@ namespace Barotrauma
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character.AddDamage(impactPos, new List<Affliction>() { AfflictionPrefab.InternalDamage.Instantiate((impact - ImpactTolerance) * 10.0f) }, 0.0f, true);
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strongestImpact = Math.Max(strongestImpact, impact - ImpactTolerance);
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character.ApplyStatusEffects(ActionType.OnImpact, 1.0f);
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//briefly disable impact damage
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//otherwise the character will take damage multiple times when for example falling,
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//because we use the velocity of the collider to determine the impact
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//(i.e. the character would take damage until the collider hits the floor and stops)
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character.DisableImpactDamageTimer = 0.25f;
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}
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}
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}
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