(e42047dc1) Tester's build, January 30th 2020
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@@ -178,11 +178,20 @@ namespace Barotrauma
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Lights.LightManager.ViewTarget != null)
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{
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Vector2 targetPos = Lights.LightManager.ViewTarget.DrawPosition;
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if (Lights.LightManager.ViewTarget == Character.Controlled && CharacterHealth.OpenHealthWindow != null)
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if (Lights.LightManager.ViewTarget == Character.Controlled &&
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(CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen))
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{
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Vector2 screenTargetPos = CharacterHealth.OpenHealthWindow.Alignment == Alignment.Left ?
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new Vector2(GameMain.GraphicsWidth * 0.75f, GameMain.GraphicsHeight * 0.5f) :
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new Vector2(GameMain.GraphicsWidth * 0.25f, GameMain.GraphicsHeight * 0.5f);
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Vector2 screenTargetPos = new Vector2(0.0f, GameMain.GraphicsHeight * 0.5f);
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if (CrewManager.IsCommandInterfaceOpen)
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{
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screenTargetPos.X = GameMain.GraphicsWidth * 0.5f;
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}
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else
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{
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screenTargetPos = CharacterHealth.OpenHealthWindow.Alignment == Alignment.Left ?
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new Vector2(GameMain.GraphicsWidth * 0.75f, GameMain.GraphicsHeight * 0.5f) :
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new Vector2(GameMain.GraphicsWidth * 0.25f, GameMain.GraphicsHeight * 0.5f);
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}
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Vector2 screenOffset = screenTargetPos - new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight / 2);
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screenOffset.Y = -screenOffset.Y;
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targetPos -= screenOffset / cam.Zoom;
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