Fixed timestep logic is disabled during loading (less choppy loading screens & no pause at the start of the game), damageable structures visible in LOS again, footstep sound tweaking
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@@ -464,15 +464,15 @@ namespace Barotrauma
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float impact = Vector2.Dot(velocity, -normal);
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float volume = Math.Min(impact, 1.0f);
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float volume = Math.Min(impact-3.0f, 1.0f);
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if (f1.Body.UserData is Limb)
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{
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Limb limb = (Limb)f1.Body.UserData;
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if (impact > 0.5f && limb.HitSound != null && limb.soundTimer <= 0.0f)
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if (impact > 3.0f && limb.HitSound != null && limb.soundTimer <= 0.0f)
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{
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limb.soundTimer = Limb.SoundInterval;
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limb.HitSound.Play(volume, impact * 250.0f, limb.WorldPosition);
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limb.HitSound.Play(volume, impact * 100.0f, limb.WorldPosition);
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}
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}
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else if (f1.Body == collider.FarseerBody)
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@@ -63,7 +63,7 @@ namespace Barotrauma
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Sound hitSound;
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//a timer for delaying when a hitsound/attacksound can be played again
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public float soundTimer;
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public const float SoundInterval = 0.2f;
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public const float SoundInterval = 0.4f;
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public readonly Attack attack;
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@@ -65,7 +65,7 @@ namespace Barotrauma
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public static World World;
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public static LoadingScreen TitleScreen;
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private static bool titleScreenOpen;
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private static bool loadingScreenOpen;
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public static GameSettings Config;
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@@ -187,7 +187,7 @@ namespace Barotrauma
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spriteBatch = new SpriteBatch(GraphicsDevice);
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TextureLoader.Init(GraphicsDevice);
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titleScreenOpen = true;
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loadingScreenOpen = true;
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TitleScreen = new LoadingScreen(GraphicsDevice);
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CoroutineManager.StartCoroutine(Load());
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@@ -304,12 +304,17 @@ namespace Barotrauma
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PlayerInput.Update(Timing.Step);
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if (titleScreenOpen)
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if (loadingScreenOpen)
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{
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//reset accumulator if loading
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// -> less choppy loading screens because the screen is rendered after each update
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// -> no pause caused by leftover time in the accumulator when starting a new shift
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Timing.Accumulator = 0.0f;
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if (TitleScreen.LoadState >= 100.0f &&
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(!waitForKeyHit || PlayerInput.GetKeyboardState.GetPressedKeys().Length>0 || PlayerInput.LeftButtonClicked()))
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{
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titleScreenOpen = false;
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loadingScreenOpen = false;
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}
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}
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else if (hasLoaded)
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@@ -334,8 +339,7 @@ namespace Barotrauma
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}
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GUI.Update((float)Timing.Step);
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}
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}
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CoroutineManager.Update((float)Timing.Step, paused ? 0.0f : (float)Timing.Step);
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@@ -355,7 +359,7 @@ namespace Barotrauma
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FrameCounter.Update(deltaTime);
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if (titleScreenOpen)
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if (loadingScreenOpen)
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{
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TitleScreen.Draw(spriteBatch, GraphicsDevice, (float)deltaTime);
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}
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@@ -369,7 +373,7 @@ namespace Barotrauma
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public static CoroutineHandle ShowLoading(IEnumerable<object> loader, bool waitKeyHit = true)
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{
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waitForKeyHit = waitKeyHit;
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titleScreenOpen = true;
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loadingScreenOpen = true;
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TitleScreen.LoadState = null;
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return CoroutineManager.StartCoroutine(TitleScreen.DoLoading(loader));
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}
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@@ -294,18 +294,23 @@ namespace Barotrauma
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{
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing);
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}
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}
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public static void DrawFront(SpriteBatch spriteBatch, bool editing = false)
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public static void DrawFront(SpriteBatch spriteBatch, bool editing = false, Predicate<MapEntity> predicate = null)
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{
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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{
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if (MapEntity.mapEntityList[i].DrawOverWater)
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, false);
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}
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if (!MapEntity.mapEntityList[i].DrawOverWater) continue;
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if (predicate != null)
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{
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if (!predicate(MapEntity.mapEntityList[i])) continue;
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}
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, false);
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}
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if (GameMain.DebugDraw)
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{
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foreach (Submarine sub in Submarine.Loaded)
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@@ -325,10 +330,7 @@ namespace Barotrauma
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prevPos = currPos;
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}
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}
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}
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}
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@@ -351,13 +353,14 @@ namespace Barotrauma
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{
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for (int i = 0; i < MapEntity.mapEntityList.Count; i++)
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{
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if (!MapEntity.mapEntityList[i].DrawBelowWater) continue;
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if (predicate != null)
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{
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if (!predicate(MapEntity.mapEntityList[i])) continue;
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}
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if (MapEntity.mapEntityList[i].DrawBelowWater)
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, true);
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MapEntity.mapEntityList[i].Draw(spriteBatch, editing, true);
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}
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}
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@@ -242,7 +242,7 @@ namespace Barotrauma
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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 && (((Structure)s).resizeHorizontal || ((Structure)s).resizeVertical));
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Submarine.DrawBack(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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@@ -258,7 +258,7 @@ namespace Barotrauma
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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) || (!((Structure)s).resizeHorizontal && !((Structure)s).resizeHorizontal));
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
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@@ -328,19 +328,22 @@ namespace Barotrauma
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{
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graphics.SetRenderTarget(renderTarget);
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.Opaque, null, null, null, lightBlur.Effect);
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BlendState.Opaque, null, null, null, lightBlur.Effect);
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spriteBatch.Draw(renderTargetBackground, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, null);
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Submarine.DrawFront(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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//GameMain.LightManager.DrawLightMap(spriteBatch, lightBlur.Effect);
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect, true);
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}
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