Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
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@@ -160,10 +160,7 @@ namespace Barotrauma
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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MainLimb.pullJoint.Enabled = true;
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MainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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@@ -193,7 +190,7 @@ namespace Barotrauma
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}
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for (int i = 0; i < Limbs.Count(); i++)
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for (int i = 0; i < Limbs.Length; i++)
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{
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if (Limbs[i].SteerForce <= 0.0f) continue;
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@@ -23,15 +23,7 @@ namespace Barotrauma
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private float inWaterTimer;
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private bool swimming;
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protected override float HeadPosition
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{
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get
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{
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return Crouching ? base.HeadPosition : base.HeadPosition;
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}
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}
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protected override float TorsoPosition
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{
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get
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@@ -255,7 +247,7 @@ namespace Barotrauma
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if (limb.inWater) limbsInWater++;
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}
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float slowdownFactor = (float)limbsInWater / (float)Limbs.Count();
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float slowdownFactor = (float)limbsInWater / (float)Limbs.Length;
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float maxSpeed = Math.Max(TargetMovement.Length() - slowdownFactor, 1.0f);
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// if (character.SelectedCharacter!=null) maxSpeed = Math.Min(maxSpeed, 1.0f);
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@@ -430,7 +422,7 @@ namespace Barotrauma
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}
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else
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{
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float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
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//float movementFactor = (movement.X / 4.0f) * movement.X * Math.Sign(movement.X);
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for (int i = -1; i < 2; i += 2)
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{
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@@ -578,7 +578,7 @@ namespace Barotrauma
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{
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dir = (dir == Direction.Left) ? Direction.Right : Direction.Left;
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for (int i = 0; i < limbJoints.Count(); i++)
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for (int i = 0; i < limbJoints.Length; i++)
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{
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float lowerLimit = -limbJoints[i].UpperLimit;
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float upperLimit = -limbJoints[i].LowerLimit;
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@@ -591,7 +591,7 @@ namespace Barotrauma
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}
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for (int i = 0; i < Limbs.Count(); i++)
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for (int i = 0; i < Limbs.Length; i++)
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{
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if (Limbs[i] == null) continue;
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@@ -834,7 +834,7 @@ namespace Barotrauma
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{
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//create a splash particle
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var p = GameMain.ParticleManager.CreateParticle("watersplash",
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GameMain.ParticleManager.CreateParticle("watersplash",
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new Vector2(limb.Position.X, limbHull.Surface) + limbHull.Submarine.Position,
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new Vector2(0.0f, Math.Abs(-limb.LinearVelocity.Y * 20.0f)),
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0.0f, limbHull);
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