(829458a66) Don't apply priority modifier on the priority value, because it's already applied to the max value. The priority value should be normalized, because we are using the lerp.
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@@ -1001,6 +1001,33 @@ namespace Barotrauma
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Color.Green, width: 2);
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}
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}
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foreach (MapEntity e in linkedTo)
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{
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if (e is Hull)
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{
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Hull linkedHull = (Hull)e;
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Rectangle connectedHullRect = e.Submarine == null ?
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linkedHull.rect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y),
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linkedHull.WorldRect.Width, linkedHull.WorldRect.Height);
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//center of the hull
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Rectangle currentHullRect = Submarine == null ?
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WorldRect :
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new Rectangle(
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(int)(Submarine.DrawPosition.X + WorldPosition.X),
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(int)(Submarine.DrawPosition.Y + WorldPosition.Y),
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WorldRect.Width, WorldRect.Height);
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GUI.DrawLine(spriteBatch,
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new Vector2(currentHullRect.X, -currentHullRect.Y),
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new Vector2(connectedHullRect.X, -connectedHullRect.Y),
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Color.Green, width: 2);
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}
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}
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}
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public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer)
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