(6eeea9b7c) v0.9.10.0.0
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@@ -16,7 +16,7 @@ namespace Barotrauma
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public const Category CollisionLevel = Category.Cat8;
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public const Category CollisionRepair = Category.Cat9;
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public static float DisplayToRealWorldRatio = 1.0f / 80.0f;
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public static float DisplayToRealWorldRatio = 1.0f / 100.0f;
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public const float DisplayToSimRation = 100.0f;
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@@ -430,7 +430,7 @@ namespace Barotrauma
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/// For rectangles, the front is either at the top or at the right, depending on which one of the two is greater: width or height.
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/// The rotation is in radians.
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/// </summary>
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public Vector2 GetLocalFront(float spritesheetRotation = 0)
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public Vector2 GetLocalFront(float? spritesheetRotation = null)
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{
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Vector2 pos;
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switch (bodyShape)
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@@ -445,12 +445,12 @@ namespace Barotrauma
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pos = new Vector2(0.0f, radius);
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break;
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case Shape.Rectangle:
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pos = new Vector2(0.0f, Math.Max(height, width) / 2.0f);
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pos = height > width ? new Vector2(0, height / 2) : new Vector2(width / 2, 0);
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break;
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default:
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throw new NotImplementedException();
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}
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return spritesheetRotation == 0 ? pos : Vector2.Transform(pos, Matrix.CreateRotationZ(-spritesheetRotation));
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return spritesheetRotation.HasValue ? Vector2.Transform(pos, Matrix.CreateRotationZ(-spritesheetRotation.Value)) : pos;
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}
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public float GetMaxExtent()
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