Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain)
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@@ -72,7 +72,6 @@ namespace Barotrauma
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private bool hasLoaded;
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private GameTime fixedTime;
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private double updatesToMake;
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//public static Random localRandom;
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//public static Random random;
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@@ -145,7 +144,7 @@ namespace Barotrauma
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IsFixedTimeStep = false;
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//TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 55);
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updatesToMake = 0.0;
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Timing.Accumulator = 0.0f;
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fixedTime = new GameTime();
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World = new World(new Vector2(0, -9.82f));
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@@ -292,12 +291,10 @@ 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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double realDeltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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double deltaTime = 0.016;
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updatesToMake += realDeltaTime;
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Timing.Accumulator += gameTime.ElapsedGameTime.TotalSeconds;
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PlayerInput.UpdateVariable();
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while (updatesToMake > 0.0)
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while (Timing.Accumulator >= Timing.Step)
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{
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fixedTime.IsRunningSlowly = gameTime.IsRunningSlowly;
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TimeSpan addTime = new TimeSpan(0,0,0,0,16);
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@@ -305,7 +302,7 @@ namespace Barotrauma
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fixedTime.TotalGameTime.Add(addTime);
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base.Update(fixedTime);
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PlayerInput.Update(deltaTime);
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PlayerInput.Update(Timing.Step);
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bool paused = false;
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@@ -319,32 +316,30 @@ namespace Barotrauma
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if (PlayerInput.KeyHit(Keys.Escape)) GUI.TogglePauseMenu();
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DebugConsole.Update(this, (float)deltaTime);
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DebugConsole.Update(this, (float)Timing.Step);
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen || GUI.SettingsMenuOpen) &&
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(NetworkMember == null || !NetworkMember.GameStarted);
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if (!paused)
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{
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Screen.Selected.Update(deltaTime);
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Screen.Selected.Update(Timing.Step);
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}
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if (NetworkMember != null)
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{
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NetworkMember.Update((float)deltaTime);
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}
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else
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{
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NetworkMember.Update((float)Timing.Step);
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}
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GUI.Update((float)deltaTime);
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GUI.Update((float)Timing.Step);
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}
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CoroutineManager.Update((float)deltaTime, paused ? 0.0f : (float)deltaTime);
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CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
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updatesToMake -= deltaTime;
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Timing.Accumulator -= Timing.Step;
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}
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Timing.Alpha = Timing.Accumulator / Timing.Step;
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}
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