v1.4.4.1 (Blood in the Water Update)
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@@ -20,6 +20,8 @@ namespace Barotrauma
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{
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if (damage <= 0.0f) { return; }
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Vector2 particlePos = worldPosition;
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Vector2 particleDir = particlePos - WorldPosition;
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if (particleDir.LengthSquared() > 0.0001f) { particleDir = Vector2.Normalize(particleDir); }
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if (!Cells.Any(c => c.IsPointInside(particlePos)))
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{
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bool intersectionFound = false;
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@@ -31,6 +33,7 @@ namespace Barotrauma
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{
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intersectionFound = true;
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particlePos = intersection;
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particleDir = edge.GetNormal(cell);
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break;
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}
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}
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@@ -38,14 +41,15 @@ namespace Barotrauma
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}
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}
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Vector2 particleDir = particlePos - WorldPosition;
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if (particleDir.LengthSquared() > 0.0001f) { particleDir = Vector2.Normalize(particleDir); }
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int particleAmount = MathHelper.Clamp((int)damage, 1, 10);
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for (int i = 0; i < particleAmount; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("iceshards",
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var particle = GameMain.ParticleManager.CreateParticle("iceexplosionsmall",
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particlePos + Rand.Vector(5.0f),
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particleDir * Rand.Range(200.0f, 500.0f) + Rand.Vector(100.0f));
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particleDir * Rand.Range(30.0f, 500.0f) + Rand.Vector(20.0f));
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GameMain.ParticleManager.CreateParticle("iceshards",
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particlePos + Rand.Vector(5.0f),
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particleDir * Rand.Range(100.0f, 500.0f) + Rand.Vector(100.0f));
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}
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}
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