Limb collisions can damage hull again, new UI for steering, sonar & reactor, fabricators can require more than one of each ingredient, timer for character imploding, AICharacter position syncing changes, watcher, commands can also be given to controlled character
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@@ -38,7 +38,7 @@ namespace Barotrauma
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//the movement speed of the ragdoll
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public Vector2 movement;
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//the target speed towards which movement is interpolated
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private Vector2 targetMovement;
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protected Vector2 targetMovement;
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//a movement vector that overrides targetmovement if trying to steer
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//a Character to the position sent by server in multiplayer mode
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@@ -782,15 +782,24 @@ namespace Barotrauma
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{
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if (inWater)
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{
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//foreach (Limb limb in Limbs)
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//{
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// //if (limb.body.TargetPosition == Vector2.Zero) continue;
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// limb.body.SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
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//}
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correctionMovement =
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Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 8.0f, 0.1f, 8.0f), 0.2f);
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if (character is AICharacter)
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{
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correctionMovement =
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Vector2.Lerp(targetMovement, Vector2.Normalize(diff) * MathHelper.Clamp(dist * 8.0f, 0.1f, 8.0f), 0.5f);
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}
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else
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{
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foreach (Limb limb in Limbs)
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{
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//if (limb.body.TargetPosition == Vector2.Zero) continue;
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limb.body.SetTransform(limb.SimPosition + Vector2.Normalize(diff) * 0.1f, limb.Rotation);
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}
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}
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}
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else
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{
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@@ -809,7 +818,7 @@ namespace Barotrauma
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SetPosition(refLimb.body.TargetPosition);
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if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
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//if (character is AICharacter) SetRotation(refLimb.body.TargetRotation);
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//foreach (Limb limb in Limbs)
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//{
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