Moved TotalElapsedTime from GameMain to the Timing class
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@@ -101,16 +101,7 @@ namespace Barotrauma
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get;
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private set;
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}
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/// <summary>
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/// Total seconds elapsed after startup
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/// </summary>
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public double TotalElapsedTime
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{
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get;
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private set;
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}
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public GameMain()
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{
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GraphicsDeviceManager = new GraphicsDeviceManager(this);
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@@ -300,6 +291,7 @@ namespace Barotrauma
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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Timing.TotalTime = gameTime.TotalGameTime.TotalSeconds;
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Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
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bool paused = true;
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@@ -140,7 +140,7 @@ namespace Barotrauma.Items.Components
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prevPingRadius = pingRadius;
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}
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float passivePingRadius = (float)Math.Sin(GameMain.Instance.TotalElapsedTime*10);
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float passivePingRadius = (float)Math.Sin(Timing.TotalTime * 10);
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if (passivePingRadius > 0.0f)
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{
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foreach (AITarget t in AITarget.List)
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@@ -151,7 +151,7 @@ namespace Barotrauma.Lights
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{
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if (enabled == value) return;
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enabled = value;
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LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
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LastVertexChangeTime = (float)Timing.TotalTime;
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}
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}
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@@ -264,7 +264,7 @@ namespace Barotrauma.Lights
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segments[i].End.Pos += amount;
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}
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LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
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LastVertexChangeTime = (float)Timing.TotalTime;
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CalculateDimensions();
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}
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@@ -273,7 +273,7 @@ namespace Barotrauma.Lights
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{
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Debug.Assert(points.Length == 4, "Only rectangular convex hulls are supported");
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LastVertexChangeTime = (float)GameMain.Instance.TotalElapsedTime;
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LastVertexChangeTime = (float)Timing.TotalTime;
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for (int i = 0; i < 4; i++)
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{
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@@ -549,7 +549,7 @@ namespace Barotrauma.Lights
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var verts = FindRaycastHits();
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CalculateLightVertices(verts);
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lastRecalculationTime = (float)GameMain.Instance.TotalElapsedTime;
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lastRecalculationTime = (float)Timing.TotalTime;
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NeedsRecalculation = false;
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}
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@@ -11,6 +11,8 @@ namespace Barotrauma
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{
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private static double alpha;
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public static double TotalTime;
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public static double Accumulator;
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public static double Step = 1.0 / 60.0;
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@@ -30,6 +32,13 @@ namespace Barotrauma
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return current * (float)alpha + previous * (1.0f - (float)alpha);
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}
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public static float InterpolateRotation(float previous, float current)
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{
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float angleDiff = MathUtils.GetShortestAngle(previous, current);
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return previous + angleDiff * (float)alpha;
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}
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public static Vector2 Interpolate(Vector2 previous, Vector2 current)
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{
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return new Vector2(
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