Fixed particles in water being drawn under ruin structures (making it seem like plasma cutters aren't working), fixed all structures having the default health of 100 because of mismatching parameter name (Health vs MaxHealth)
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@@ -147,7 +147,7 @@ namespace Barotrauma
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{
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if (damageEffect != null)
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{
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float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
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float newCutoff = Math.Min((sections[i].damage / prefab.Health), 0.65f);
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
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{
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@@ -128,34 +128,28 @@ namespace Barotrauma
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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}
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//draw structures that are in water and not part of any sub (e.g. ruins)
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine == null);
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spriteBatch.End();
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//draw alpha blended particles that are in water and behind subs
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.Default, null, null,
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cam.Transform);
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//draw additive particles that are in water and behind subs
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure);
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//draw submarine structures that are behind water
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.Submarine != null);
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spriteBatch.End();
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graphics.SetRenderTarget(renderTarget);
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@@ -180,29 +174,21 @@ namespace Barotrauma
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), waterColor);
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spriteBatch.End();
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//draw alpha blended particles that are inside a sub
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.Default, null, null,
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cam.Transform);
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//draw additive particles that are inside a sub
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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@@ -210,29 +196,21 @@ namespace Barotrauma
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//draw the rendertarget and particles that are only supposed to be drawn in air into renderTargetAir
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graphics.SetRenderTarget(renderTargetAir);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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#endif
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//draw alpha blended particles that are not in water
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Additive,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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//draw additive particles that are not in water
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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