Water flow logic tweaking:
- Less fluctuation, water doesn't constantly flow back and forth through gaps. - Flowing water pushes characters around much more heavily, and the force is applied to the collider in addition to the limbs. - Vertical gaps don't push characters up/down unless the character is roughly above/below the gap. + Renamed some fields in the hull and gap classes (Volume -> WaterVolume, FullVolume -> Volume, public fields start with a capital letter)
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@@ -69,9 +69,7 @@ namespace Barotrauma
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private string GetTotalHullVolume()
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{
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float totalVol = 0.0f;
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Hull.hullList.ForEach(h => { totalVol += h.FullVolume; });
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return "Total Hull Volume:\n" + totalVol;
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return "Total Hull Volume:\n" + Hull.hullList.Sum(h => h.Volume);
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}
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private string GetSelectedHullVolume()
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@@ -79,16 +77,17 @@ namespace Barotrauma
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float buoyancyVol = 0.0f;
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float selectedVol = 0.0f;
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float neutralPercentage = 0.07f;
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Hull.hullList.ForEach(h => {
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buoyancyVol += h.FullVolume;
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Hull.hullList.ForEach(h =>
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{
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buoyancyVol += h.Volume;
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if (h.IsSelected)
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{
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selectedVol += h.FullVolume;
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selectedVol += h.Volume;
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}
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});
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buoyancyVol *= neutralPercentage;
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string retVal = "Selected Hull Volume:\n" + selectedVol;
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if (selectedVol>0.0f && buoyancyVol>0.0f)
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if (selectedVol > 0.0f && buoyancyVol > 0.0f)
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{
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if (buoyancyVol / selectedVol < 1.0f)
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{
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