(eba811de) Unstable 0.9.703.0
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@@ -157,7 +157,7 @@ namespace Barotrauma
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//(= the background texture that's revealed when a wall is destroyed) into the background render target
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//These will be visible through the LOS effect.
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null));
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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@@ -201,7 +201,7 @@ namespace Barotrauma
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spriteBatch.End();
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//Draw the rest of the structures, characters and front structures
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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Submarine.DrawBack(spriteBatch, false, e => !(e is Structure) || e.SpriteDepth < 0.9f);
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.Limbs.Any(l => l.DeformSprite != null) || !c.IsVisible) { continue; }
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