v1.4.4.1 (Blood in the Water Update)
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@@ -70,6 +70,8 @@ namespace Barotrauma.Particles
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public Vector4 ColorMultiplier;
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public float VelocityChangeMultiplier;
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public bool DrawOnTop { get; private set; }
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public ParticlePrefab.DrawTargetType DrawTarget
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@@ -121,8 +123,8 @@ namespace Barotrauma.Particles
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animState = 0;
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animFrame = 0;
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currentHull = Hull.FindHull(position, hullGuess);
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currentHull = prefab.CanEnterSubs ? Hull.FindHull(position, hullGuess) : null;
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size = prefab.StartSizeMin + (prefab.StartSizeMax - prefab.StartSizeMin) * Rand.Range(0.0f, 1.0f);
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@@ -178,6 +180,8 @@ namespace Barotrauma.Particles
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HighQualityCollisionDetection = false;
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VelocityChangeMultiplier = 1.0f;
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OnChangeHull = null;
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OnCollision = null;
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@@ -247,8 +251,8 @@ namespace Barotrauma.Particles
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bool inWater = (currentHull == null || (currentHull.Submarine != null && position.Y - currentHull.Submarine.DrawPosition.Y < currentHull.Surface));
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if (inWater)
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{
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velocity.X += velocityChangeWater.X * deltaTime;
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velocity.Y += velocityChangeWater.Y * deltaTime;
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velocity.X += velocityChangeWater.X * VelocityChangeMultiplier * deltaTime;
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velocity.Y += velocityChangeWater.Y * VelocityChangeMultiplier * deltaTime;
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if (prefab.WaterDrag > 0.0f)
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{
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ApplyDrag(prefab.WaterDrag, deltaTime);
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@@ -256,8 +260,8 @@ namespace Barotrauma.Particles
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}
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else
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{
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velocity.X += velocityChange.X * deltaTime;
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velocity.Y += velocityChange.Y * deltaTime;
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velocity.X += velocityChange.X * VelocityChangeMultiplier * deltaTime;
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velocity.Y += velocityChange.Y * VelocityChangeMultiplier * deltaTime;
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if (prefab.Drag > 0.0f)
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{
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ApplyDrag(prefab.Drag, deltaTime);
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