Unstable 0.16.6.0
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@@ -325,6 +325,15 @@ namespace Barotrauma
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{
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, deltaTime * 5.0f);
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}
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if (FlowTargetHull != null && IsRoomToRoom)
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{
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var otherRoom = linkedTo[1] == FlowTargetHull ? linkedTo[0] : linkedTo[1];
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if ((otherRoom as Hull).Volume < FlowTargetHull.Volume)
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{
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lerpedFlowForce = Vector2.Zero;
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}
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}
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openedTimer -= deltaTime;
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EmitParticles(deltaTime);
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@@ -385,7 +394,7 @@ namespace Barotrauma
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hull1.Pressure = Math.Max(hull1.Pressure, (hull1.Pressure + hull2.Pressure+subOffset.Y) / 2);
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}
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flowForce = new Vector2(-delta, 0.0f);
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flowForce = new Vector2(-delta * (float)(Timing.Step / deltaTime), 0.0f);
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}
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else if (dir == 1)
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{
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@@ -406,7 +415,7 @@ namespace Barotrauma
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hull2.Pressure = Math.Max(hull2.Pressure, ((hull1.Pressure-subOffset.Y) + hull2.Pressure) / 2);
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}
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flowForce = new Vector2(delta, 0.0f);
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flowForce = new Vector2(delta * (float)(Timing.Step / deltaTime), 0.0f);
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}
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if (delta > 1.5f && subOffset == Vector2.Zero)
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@@ -449,7 +458,7 @@ namespace Barotrauma
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flowForce = new Vector2(
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0.0f,
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Math.Min(Math.Min((hull2.Pressure + subOffset.Y) - hull1.Pressure, 200.0f), delta));
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Math.Min(Math.Min((hull2.Pressure + subOffset.Y) - hull1.Pressure, 200.0f), delta * (float)(Timing.Step / deltaTime)));
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flowTargetHull = hull1;
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@@ -477,7 +486,7 @@ namespace Barotrauma
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flowForce = new Vector2(
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hull1.WaveY[hull1.GetWaveIndex(rect.X)] - hull1.WaveY[hull1.GetWaveIndex(rect.Right)],
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MathHelper.Clamp(-delta, -200.0f, 0.0f));
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MathHelper.Clamp(-delta * (float)(Timing.Step / deltaTime), -200.0f, 0.0f));
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if (hull2.WaterVolume > hull2.Volume)
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{
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@@ -525,12 +534,12 @@ namespace Barotrauma
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//water flowing from right to left
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if (rect.X > hull1.Rect.X + hull1.Rect.Width / 2.0f)
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{
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flowForce = new Vector2(-delta, 0.0f);
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flowForce = new Vector2(-delta * (float)(Timing.Step / deltaTime), 0.0f);
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}
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else
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{
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flowForce = new Vector2(delta, 0.0f);
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flowForce = new Vector2(delta * (float)(Timing.Step / deltaTime), 0.0f);
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}
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higherSurface = hull1.Surface;
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@@ -565,11 +574,11 @@ namespace Barotrauma
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{
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if (rect.Y > hull1.Rect.Y - hull1.Rect.Height / 2.0f)
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{
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flowForce = new Vector2(0.0f, -delta);
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flowForce = new Vector2(0.0f, -delta * (float)(Timing.Step / deltaTime));
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}
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else
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{
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flowForce = new Vector2(0.0f, delta);
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flowForce = new Vector2(0.0f, delta * (float)(Timing.Step / deltaTime));
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}
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if (hull1.WaterVolume >= hull1.Volume / Hull.MaxCompress)
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{
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