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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@@ -356,7 +356,7 @@ namespace Barotrauma
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foreach (Gap gap in Gap.GapList)
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{
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if (!gap.isHorizontal) continue;
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if (!gap.IsHorizontal) continue;
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//too small to walk through
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if (gap.Rect.Height < 150.0f) continue;
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@@ -381,7 +381,7 @@ namespace Barotrauma
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foreach (Gap gap in Gap.GapList)
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{
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if (gap.isHorizontal || gap.IsRoomToRoom) continue;
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if (gap.IsHorizontal || gap.IsRoomToRoom) continue;
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//too small to walk through
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if (gap.Rect.Width < 100.0f) continue;
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