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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@@ -24,7 +24,7 @@ namespace Barotrauma
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{
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if (leak.Open == 0.0f) return 0.0f;
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float leakSize = (leak.isHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f);
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float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition);
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dist = Math.Max(dist/100.0f, 1.0f);
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@@ -80,7 +80,7 @@ namespace Barotrauma
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if (hull == null) return standPos;
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if (leak.isHorizontal)
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if (leak.IsHorizontal)
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{
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standPos += Vector2.UnitX * Math.Sign(hull.Position.X - leak.Position.X) * leak.Rect.Width;
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}
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