More gib particles when characters get crushed by pressure
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@@ -373,6 +373,19 @@ namespace Barotrauma
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GameMain.ParticleManager.CreateParticle("bubbles",
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GameMain.ParticleManager.CreateParticle("bubbles",
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ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
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ConvertUnits.ToDisplayUnits(centerOfMass) + Rand.Vector(5.0f),
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new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f, 50f)));
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new Vector2(Rand.Range(-50f, 50f), Rand.Range(-100f, 50f)));
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GameMain.ParticleManager.CreateParticle("gib",
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WorldPosition + Rand.Vector(Rand.Range(0.0f, 50.0f)),
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Rand.Range(0.0f, MathHelper.TwoPi),
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Rand.Range(200.0f, 700.0f), null);
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}
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for (int i = 0; i < 30; i++)
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{
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GameMain.ParticleManager.CreateParticle("heavygib",
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WorldPosition + Rand.Vector(Rand.Range(0.0f, 50.0f)),
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Rand.Range(0.0f, MathHelper.TwoPi),
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Rand.Range(50.0f, 500.0f), null);
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}
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}
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}
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}
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}
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}
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@@ -1888,8 +1888,7 @@ namespace Barotrauma
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Vector2 diff = centerOfMass - limb.SimPosition;
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Vector2 diff = centerOfMass - limb.SimPosition;
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if (diff == Vector2.Zero) continue;
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if (diff == Vector2.Zero) continue;
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limb.body.ApplyLinearImpulse(diff * 10.0f);
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limb.body.ApplyLinearImpulse(diff * 50.0f);
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// limb.Damage = 100.0f;
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}
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}
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ImplodeFX();
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ImplodeFX();
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