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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@@ -396,8 +396,8 @@ namespace Barotrauma
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foreach (Hull hull in Hull.hullList)
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{
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if (hull.Submarine != targetSubmarine) continue;
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floodedArea += hull.Volume;
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totalArea += hull.FullVolume;
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floodedArea += hull.WaterVolume;
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totalArea += hull.Volume;
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}
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if (totalArea > 0.0f && floodedArea / totalArea > 0.25f) return "repair";
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