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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@@ -132,7 +132,7 @@ namespace Barotrauma
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{
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List<Hull> targetHulls = new List<Hull>(Hull.hullList);
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//ignore all hulls with fires or water in them
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targetHulls.RemoveAll(h => h.FireSources.Any() || (h.Volume/h.FullVolume)>0.1f);
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targetHulls.RemoveAll(h => h.FireSources.Any() || h.WaterVolume / h.Volume > 0.1f);
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if (!targetHulls.Any()) return null;
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return targetHulls[Rand.Range(0, targetHulls.Count)].AiTarget;
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