- host can respawn
- respawn info texts - camera clamped to the the upper edge of the level - fixed submarinebody being generated from all walls (and not just the ones belonging to that specific sub)
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+11
-10
@@ -125,17 +125,11 @@ namespace Barotrauma
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public void Translate(Vector2 amount)
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{
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position += amount;
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}
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public void UpdateTransform(bool interpolate = true, bool clampPos = false)
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{
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if (clampPos && Level.Loaded != null)
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{
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position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
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}
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Vector2 interpolatedPosition = interpolate ? Physics.Interpolate(prevPosition, position) : position;
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float interpolatedZoom = interpolate ? Physics.Interpolate(prevZoom, zoom) : zoom;
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@@ -143,6 +137,13 @@ namespace Barotrauma
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worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
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worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
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if (Level.Loaded != null && clampPos)
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{
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position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
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interpolatedPosition.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
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}
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transform = Matrix.CreateTranslation(
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new Vector3(-interpolatedPosition.X, interpolatedPosition.Y, 0)) *
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Matrix.CreateScale(new Vector3(interpolatedZoom, interpolatedZoom, 1)) *
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@@ -216,14 +217,14 @@ namespace Barotrauma
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Vector2 diff = (targetPos + offset) - position;
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moveCam = diff / MoveSmoothness;
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moveCam = diff / MoveSmoothness;
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}
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shakeTargetPosition = Rand.Vector(Shake);
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shakePosition = Vector2.Lerp(shakePosition, shakeTargetPosition, 0.5f);
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Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime*2.0f);
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Shake = MathHelper.Lerp(Shake, 0.0f, deltaTime * 2.0f);
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Translate(moveCam+shakePosition);
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Translate(moveCam + shakePosition);
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}
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public Vector2 Position
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