WIP CrashReporter, misc refactoring
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@@ -223,7 +223,7 @@ namespace Subsurface
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pullJoint.Enabled = false;
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pullJoint.MaxForce = 150.0f * body.Mass;
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Game1.World.AddJoint(pullJoint);
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GameMain.World.AddJoint(pullJoint);
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}
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else
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{
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@@ -325,14 +325,14 @@ namespace Subsurface
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Vector2 particleVel = SimPosition - position;
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if (particleVel != Vector2.Zero) particleVel = Vector2.Normalize(particleVel);
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Game1.ParticleManager.CreateParticle("blood",
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GameMain.ParticleManager.CreateParticle("blood",
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Position,
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particleVel * Rand.Range(100.0f, 300.0f));
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}
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for (int i = 0; i < bloodAmount / 2; i++)
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{
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Game1.ParticleManager.CreateParticle("waterblood", Position, Vector2.Zero);
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GameMain.ParticleManager.CreateParticle("waterblood", Position, Vector2.Zero);
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}
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return new AttackResult(amount, bleedingAmount, hitArmor);
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@@ -343,7 +343,7 @@ namespace Subsurface
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if (LinearVelocity.X>100.0f)
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{
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DebugConsole.ThrowError("CHARACTER EXPLODED");
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foreach (Limb limb in character.AnimController.limbs)
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foreach (Limb limb in character.AnimController.Limbs)
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{
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limb.body.ResetDynamics();
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limb.body.SetTransform(body.SimPosition, 0.0f);
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@@ -421,7 +421,7 @@ namespace Subsurface
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1.0f, spriteEffect, sprite.Depth - 0.000001f);
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}
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if (!Game1.DebugDraw) return;
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if (!GameMain.DebugDraw) return;
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if (pullJoint!=null)
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{
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