Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain)
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@@ -20,33 +20,6 @@ namespace Barotrauma
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public static float DisplayToRealWorldRatio = 1.0f / 80.0f;
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public static double accumulator;
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public static double step = 1.0/60.0;
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public const float DisplayToSimRation = 100.0f;
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public static double Alpha
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{
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get { return alpha; }
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set { alpha = Math.Min(Math.Max(value, 0.0), 1.0); }
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}
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public static double Interpolate(double previous, double current)
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{
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return current * alpha + previous * (1.0 - alpha);
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}
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public static float Interpolate(float previous, float current)
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{
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return current * (float)alpha + previous * (1.0f - (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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Interpolate(previous.X, current.X),
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Interpolate(previous.Y, current.Y));
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}
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public const float DisplayToSimRation = 100.0f;
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}
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}
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@@ -339,10 +339,10 @@ namespace Barotrauma
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public void UpdateDrawPosition()
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{
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drawPosition = Physics.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
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drawPosition = Timing.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
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drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
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drawRotation = Physics.Interpolate(prevRotation, body.Rotation);
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drawRotation = Timing.Interpolate(prevRotation, body.Rotation);
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if (offsetFromTargetPos == Vector2.Zero) return;
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@@ -379,7 +379,7 @@ namespace Barotrauma
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/// </summary>
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public void SmoothRotate(float targetRotation, float force = 10.0f)
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{
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float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
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float nextAngle = body.Rotation + body.AngularVelocity * (float)Timing.Step;
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float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);
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