Collider-controlled swimming, fixes
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@@ -88,6 +88,13 @@ namespace Barotrauma
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Vector2 diff = DiffToCurrentNode();
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var collider = character.AnimController.Collider;
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//if not in water and the waypoint is between the top and bottom of the collider, no need to move vertically
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if (!character.AnimController.InWater && diff.Y < collider.height / 2 + collider.radius)
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{
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diff.Y = 0.0f;
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}
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if (diff == Vector2.Zero) return -host.Steering;
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return Vector2.Normalize(diff) * speed;
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@@ -95,7 +102,7 @@ namespace Barotrauma
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private Vector2 DiffToCurrentNode()
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{
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if (currentPath == null || currentPath.Finished) return Vector2.Zero;
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if (currentPath == null || currentPath.Finished || currentPath.Unreachable) return Vector2.Zero;
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if (currentPath.Finished)
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{
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