Explosions now use Character.Controlled.WorldPosition to determine camera shake
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@@ -63,9 +63,10 @@ namespace Barotrauma
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float displayRange = attack.Range;
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if (displayRange < 0.1f) return;
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float cameraDist = Vector2.Distance(GameMain.GameScreen.Cam.Position, worldPosition) / 2.0f;
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Vector2 cameraPos = Character.Controlled != null ? Character.Controlled.WorldPosition : GameMain.GameScreen.Cam.Position;
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float cameraDist = Vector2.Distance(cameraPos, worldPosition) / 2.0f;
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GameMain.GameScreen.Cam.Shake = CameraShake * Math.Max((displayRange - cameraDist) / displayRange, 0.0f);
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if (attack.GetStructureDamage(1.0f) > 0.0f)
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{
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RangedStructureDamage(worldPosition, displayRange, attack.GetStructureDamage(1.0f));
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