Changes for linux version
This commit is contained in:
@@ -63,6 +63,8 @@ namespace Barotrauma
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private static bool CheckException(GameMain game, Exception e)
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private static bool CheckException(GameMain game, Exception e)
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{
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{
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#if WINDOWS
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if (e is SharpDX.SharpDXException)
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if (e is SharpDX.SharpDXException)
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{
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{
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switch ((uint)((SharpDX.SharpDXException)e).ResultCode.Code)
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switch ((uint)((SharpDX.SharpDXException)e).ResultCode.Code)
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@@ -105,6 +107,8 @@ namespace Barotrauma
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}
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}
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}
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}
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#endif
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return false;
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return false;
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}
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}
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@@ -37,10 +37,10 @@ namespace Barotrauma
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cam = new Camera();
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cam = new Camera();
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cam.Translate(new Vector2(-10.0f, 50.0f));
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cam.Translate(new Vector2(-10.0f, 50.0f));
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renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTarget = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.BackgroundCreaturePrefabs);
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if(files.Count > 0)
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if(files.Count > 0)
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@@ -405,7 +405,7 @@ namespace Barotrauma
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false);
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GameMain.LightManager.DrawLOS(spriteBatch, lightBlur.Effect,false);
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spriteBatch.Begin(SpriteSortMode.Immediate,
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.AlphaBlend);
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BlendState.AlphaBlend, SamplerState.LinearWrap, DepthStencilState.None, RasterizerState.CullNone, null);
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float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
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float r = Math.Min(CharacterHUD.damageOverlayTimer * 0.5f, 0.5f);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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