(bf212a41f) v0.9.2.0 pre-release test version
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@@ -260,20 +260,19 @@ namespace Barotrauma.Lights
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(int)(GameMain.GraphicsWidth * currLightMapScale), (int)(GameMain.GraphicsHeight * currLightMapScale)), Color.Black);
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spriteBatch.End();
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}
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else
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visibleHulls = GetVisibleHulls(cam);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
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foreach (Rectangle drawRect in visibleHulls.Values)
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{
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visibleHulls = GetVisibleHulls(cam);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, transformMatrix: spriteBatchTransform);
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foreach (Rectangle drawRect in visibleHulls.Values)
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{
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//TODO: draw some sort of smoothed rectangle
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(drawRect.Width, drawRect.Height),
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Color.Black, true);
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}
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spriteBatch.End();
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}
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//TODO: draw some sort of smoothed rectangle
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GUI.DrawRectangle(spriteBatch,
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(drawRect.Width, drawRect.Height),
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Color.Black, true);
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}
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spriteBatch.End();
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graphics.BlendState = BlendState.Additive;
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}
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