Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain)
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@@ -87,7 +87,7 @@ namespace Barotrauma.Items.Components
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update((float)Physics.step);
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GuiFrame.Update((float)Timing.Step);
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}
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private bool ToggleActive(GUIButton button, object obj)
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@@ -350,7 +350,7 @@ namespace Barotrauma.Items.Components
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activateButton.Enabled = CanBeFabricated(targetItem, character);
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}
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GuiFrame.Update((float)Physics.step);
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GuiFrame.Update((float)Timing.Step);
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}
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private bool CanBeFabricated(FabricableItem fabricableItem, Character user)
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@@ -366,7 +366,7 @@ namespace Barotrauma.Items.Components
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break;
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case "trigger_in":
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item.Use((float)Physics.step, null);
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item.Use((float)Timing.Step, null);
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break;
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}
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}
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@@ -190,7 +190,7 @@ namespace Barotrauma
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frame.Draw(spriteBatch);
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}
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public static void UpdateHud(Item item,Character character)
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public static void UpdateHud(Item item, Character character)
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{
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if (frame == null || frame.UserData != item)
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{
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@@ -200,7 +200,7 @@ namespace Barotrauma
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if (frame == null) return;
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frame.Update((float)Physics.step);
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frame.Update((float)Timing.Step);
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}
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}
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}
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@@ -901,7 +901,7 @@ namespace Barotrauma
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}
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editingHUD.Draw(spriteBatch);
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editingHUD.Update((float)Physics.step);
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editingHUD.Update((float)Timing.Step);
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if (!prefab.IsLinkable) return;
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@@ -929,7 +929,7 @@ namespace Barotrauma
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if (editingHUD.Rect.Height > 60)
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{
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editingHUD.Update((float)Physics.step);
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editingHUD.Update((float)Timing.Step);
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editingHUD.Draw(spriteBatch);
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}
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}
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