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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@@ -104,7 +104,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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hullData.Water = Math.Min(senderHull.Volume / senderHull.FullVolume, 1.0f);
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hullData.Water = Math.Min(senderHull.WaterVolume / senderHull.Volume, 1.0f);
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}
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break;
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case "oxygen_data_in":
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