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@@ -58,6 +58,8 @@ namespace Barotrauma
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Sounds.SoundManager.LowPassHFGain = 1.0f;
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}
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int rendc;
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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@@ -94,12 +96,14 @@ namespace Barotrauma
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StatusEffect.UpdateAll((float)deltaTime);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
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//Physics.accumulator = Physics.step;
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while (Physics.accumulator >= Physics.step)
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{
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cam.MoveCamera((float)Physics.step);
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if (Submarine.Loaded != null) Submarine.Loaded.SetPrevTransform(Submarine.Loaded.Position, cam);
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foreach (PhysicsBody pb in PhysicsBody.list)
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{
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pb.SetPrevTransform(pb.SimPosition, pb.Rotation);
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@@ -229,7 +233,7 @@ namespace Barotrauma
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f))*cam.Transform);
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cam.Transform);
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Submarine.DrawBack(spriteBatch);
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@@ -315,7 +319,7 @@ namespace Barotrauma
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hull.Render(graphics, cam);
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}
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Hull.renderer.Render(graphics, cam, renderTargetAir,Cam.ShaderTransform);
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Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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@@ -330,7 +334,7 @@ namespace Barotrauma
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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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Matrix.CreateTranslation(new Vector3(Submarine.Loaded.Position.X, -Submarine.Loaded.Position.Y, 0.0f))*cam.Transform);
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cam.Transform);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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