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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