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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@@ -250,7 +250,7 @@ namespace Barotrauma.Items.Components
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//steer closer if almost in range
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if (dist > range)
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{
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Vector2 standPos = leak.isHorizontal ?
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Vector2 standPos = leak.IsHorizontal ?
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new Vector2(Math.Sign(item.WorldPosition.X - leak.WorldPosition.X), 0.0f)
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: new Vector2(0.0f, Math.Sign(item.WorldPosition.Y - leak.WorldPosition.Y));
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