v1.0.13.1 (first post-1.0 patch)
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@@ -212,7 +212,7 @@ namespace Barotrauma.Items.Components
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Sprite pingCircle = GUIStyle.UIThermalGlow.Value.Sprite;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (limb.Mass < 1.0f) { continue; }
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if (limb.Mass < 0.5f && limb != c.AnimController.MainLimb) { continue; }
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float noise1 = PerlinNoise.GetPerlin((thermalEffectState + limb.Params.ID + c.ID) * 0.01f, (thermalEffectState + limb.Params.ID + c.ID) * 0.02f);
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float noise2 = PerlinNoise.GetPerlin((thermalEffectState + limb.Params.ID + c.ID) * 0.01f, (thermalEffectState + limb.Params.ID + c.ID) * 0.008f);
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Vector2 spriteScale = ConvertUnits.ToDisplayUnits(limb.body.GetSize()) / pingCircle.size * (noise1 * 0.5f + 2f);
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