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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@@ -137,7 +137,7 @@ namespace Barotrauma
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if (currentHull == null) return true;
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//there's lots of water in the room -> get a suit
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if (currentHull.Volume / currentHull.FullVolume > 0.5f) return true;
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if (currentHull.WaterVolume / currentHull.Volume > 0.5f) return true;
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if (currentHull.OxygenPercentage < 30.0f) return true;
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@@ -185,7 +185,7 @@ namespace Barotrauma
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{
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if (hull == null) return 0.0f;
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float waterPercentage = (hull.Volume / hull.FullVolume) * 100.0f;
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float waterPercentage = (hull.WaterVolume / hull.Volume) * 100.0f;
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float fireAmount = 0.0f;
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var nearbyHulls = hull.GetConnectedHulls(3);
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