More accurate and reliable submarine-level collisions, looping OnUse sounds bugfix, new music clips, item sprites removed from limbs when someone else loots the item, Camera.WorldView fix, checking vector.LengthSquared before normalizing to avoid creating a NaN vector
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@@ -401,14 +401,14 @@ namespace Subsurface
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}
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}
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for (int i = 0; i < 2; i++)
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{
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Limb leg = (i == 0) ? rightFoot : leftFoot;
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//for (int i = 0; i < 2; i++)
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//{
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// Limb leg = (i == 0) ? rightLeg : leftLeg;
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if (leg.SimPosition.Y < torso.SimPosition.Y) continue;
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// if (leg.SimPosition.Y < waist.SimPosition.Y) continue;
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leg.body.ApplyTorque(-Dir * leg.Mass * 20.0f);
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}
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// //leg.body.ApplyTorque(Dir * leg.Mass * 50.0f);
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//}
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}
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@@ -416,27 +416,17 @@ namespace Subsurface
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement, movementLerp);
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if (inWater && movement != Vector2.Zero)
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if (inWater && movement.LengthSquared()>0.00001f)
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{
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movement = Vector2.Normalize(movement);
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}
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if (!MathUtils.IsValid(movement))
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{
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int a = 1;
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}
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RefLimb.pullJoint.Enabled = true;
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RefLimb.pullJoint.WorldAnchorB =
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RefLimb.SimPosition + movement*0.15f;
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RefLimb.body.SmoothRotate(0.0f);
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if (!MathUtils.IsValid(RefLimb.body.SimPosition))
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{
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int a = 1;
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}
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foreach (Limb l in Limbs)
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{
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if (l==RefLimb) continue;
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