Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -846,16 +846,15 @@ namespace Barotrauma.Lights
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if (chList.Submarine == null)
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{
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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}
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//light is outside, convexhull inside a sub
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else
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{
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Rectangle subBorders = chList.Submarine.Borders;
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subBorders.Y -= chList.Submarine.Borders.Height;
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if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, subBorders)) continue;
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if (!MathUtils.CircleIntersectsRectangle(lightPos - chList.Submarine.WorldPosition, range, subBorders)) { continue; }
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lightPos -= (chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition);
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lightPos -= chList.Submarine.WorldPosition - chList.Submarine.HiddenSubPosition;
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list.AddRange(chList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox)));
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}
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@@ -865,14 +864,6 @@ namespace Barotrauma.Lights
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//light is inside, convexhull outside
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if (chList.Submarine == null)
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{
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lightPos += (ParentSub.WorldPosition - ParentSub.HiddenSubPosition);
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HashSet<RuinGeneration.Ruin> visibleRuins = new HashSet<RuinGeneration.Ruin>();
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, ruin.Area)) { continue; }
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visibleRuins.Add(ruin);
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}
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list.AddRange(chList.List.FindAll(ch => ch.ParentEntity?.ParentRuin != null && visibleRuins.Contains(ch.ParentEntity.ParentRuin)));
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continue;
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}
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//light and convexhull are both inside the same sub
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@@ -1291,7 +1291,7 @@ namespace Barotrauma.Lights
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if (ParentSub != null) { drawPos += ParentSub.DrawPosition; }
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drawPos.Y = -drawPos.Y;
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spriteBatch.Draw(currentTexture, drawPos, null, Color.Multiply(CurrentBrightness), -rotation, center, scale, SpriteEffects.None, 1);
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spriteBatch.Draw(currentTexture, drawPos, null, Color.Multiply(CurrentBrightness), -rotation + MathHelper.ToRadians(LightSourceParams.Rotation), center, scale, SpriteEffects.None, 1);
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return;
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}
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