(400cf2cbd) Fixed highlight raster scale changing according to lightmap resolution
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@@ -453,7 +453,10 @@ namespace Barotrauma.Lights
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//raster pattern on top of everything
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//raster pattern on top of everything
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spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap);
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spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap);
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spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), Color.White * 0.5f);
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spriteBatch.Draw(highlightRaster,
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new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
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new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
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Color.White * 0.5f);
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spriteBatch.End();
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spriteBatch.End();
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
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@@ -418,7 +418,7 @@ namespace Barotrauma
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}
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}
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}
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}
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}
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}
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else if (MainLimb.type == LimbType.Head && HeadAngle.HasValue)
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else
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{
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{
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movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
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movementAngle = Dir > 0 ? -MathHelper.PiOver2 : MathHelper.PiOver2;
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if (reverse)
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if (reverse)
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