Option to set a duration for a status effect
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@@ -9,15 +9,15 @@ namespace Barotrauma
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private float delay;
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private float timer;
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private float startTimer;
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private Entity entity;
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private List<IPropertyObject> targets;
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public float Timer
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public float StartTimer
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{
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get { return timer; }
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get { return startTimer; }
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}
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public DelayedEffect(XElement element)
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@@ -30,7 +30,7 @@ namespace Barotrauma
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{
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if (this.type != type) return;
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timer = delay;
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startTimer = delay;
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this.entity = entity;
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this.targets = targets;
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@@ -40,9 +40,9 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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timer -= deltaTime;
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startTimer -= deltaTime;
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if (timer > 0.0f) return;
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if (startTimer > 0.0f) return;
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base.Apply(1.0f, entity, targets);
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List.Remove(this);
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@@ -23,10 +23,12 @@ namespace Barotrauma
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private object[] propertyEffects;
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private bool setValue;
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private bool disableDeltaTime;
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private string[] onContainingNames;
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private readonly float duration;
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private readonly bool useItem;
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@@ -59,10 +61,8 @@ namespace Barotrauma
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{
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return new DelayedEffect(element);
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}
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else
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{
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return new StatusEffect(element);
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}
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return new StatusEffect(element);
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}
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protected StatusEffect(XElement element)
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@@ -121,6 +121,9 @@ namespace Barotrauma
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case "sound":
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sound = Sound.Load(attribute.Value.ToString());
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break;
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case "duration":
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duration = ToolBox.GetAttributeFloat(attribute, 0.0f);
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break;
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default:
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propertyAttributes.Add(attribute);
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break;
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@@ -215,11 +218,11 @@ namespace Barotrauma
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Apply(deltaTime, entity, targets);
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}
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protected virtual void Apply(float deltaTime, Entity entity, List<IPropertyObject> targets)
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protected void Apply(float deltaTime, Entity entity, List<IPropertyObject> targets)
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{
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if (explosion != null) explosion.Explode(entity.WorldPosition);
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if (FireSize > 0.0f)
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{
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var fire = new FireSource(entity.WorldPosition);
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@@ -246,47 +249,38 @@ namespace Barotrauma
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//if (targetNames!=null && !targetNames.Contains(target.Name)) continue;
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if (!target.ObjectProperties.TryGetValue(propertyNames[i], out property)) continue;
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ApplyToProperty(property, propertyEffects[i], deltaTime);
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}
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if (duration > 0.0f)
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{
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CoroutineManager.StartCoroutine(ApplyToPropertyOverDuration(duration, property, propertyEffects[i]));
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}
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else
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{
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ApplyToProperty(property, propertyEffects[i], deltaTime);
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}
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}
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}
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}
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//protected virtual void Apply(float deltaTime, Character Character, Item item)
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//{
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// if (explosion != null) explosion.Explode(item.SimPosition);
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private IEnumerable<object> ApplyToPropertyOverDuration(float duration, ObjectProperty property, object value)
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{
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float timer = duration;
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while (timer > 0.0f)
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{
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ApplyToProperty(property, value, CoroutineManager.UnscaledDeltaTime);
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// if (sound != null) sound.Play(1.0f, 1000.0f, item.body.FarseerBody);
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// for (int i = 0; i < propertyNames.Count(); i++)
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// {
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// ObjectProperty property;
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timer -= CoroutineManager.DeltaTime;
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// if (Character!=null && Character.properties.TryGetValue(propertyNames[i], out property))
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// {
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// ApplyToProperty(property, propertyEffects[i], deltaTime);
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// }
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yield return CoroutineStatus.Running;
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}
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// if (item == null) continue;
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// if (item.properties.TryGetValue(propertyNames[i], out property))
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// {
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// ApplyToProperty(property, propertyEffects[i], deltaTime);
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// }
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// foreach (ItemComponent ic in item.components)
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// {
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// if (!ic.properties.TryGetValue(propertyNames[i], out property)) continue;
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// ApplyToProperty(property, propertyEffects[i], deltaTime);
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// }
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// }
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//}
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yield return CoroutineStatus.Success;
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}
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protected void ApplyToProperty(ObjectProperty property, object value, float deltaTime)
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{
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if (disableDeltaTime) deltaTime = 1.0f;
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if (disableDeltaTime || setValue) deltaTime = 1.0f;
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Type type = value.GetType();
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if (type == typeof(float) ||
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@@ -14,7 +14,7 @@ namespace Barotrauma
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{
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static readonly List<IEnumerator<object>> Coroutines = new List<IEnumerator<object>>();
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public static float DeltaTime;
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public static float UnscaledDeltaTime, DeltaTime;
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// Starting a coroutine just means adding an enumerator to the list.
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// You might also want to be able to stop coroutines or delete them,
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@@ -40,19 +40,19 @@ namespace Barotrauma
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}
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// Updating just means stepping through all the coroutines
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public static void Update(float deltaTime)
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public static void Update(float unscaledDeltaTime, float deltaTime)
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{
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UnscaledDeltaTime = unscaledDeltaTime;
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DeltaTime = deltaTime;
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for (int i = Coroutines.Count-1; i>=0; i--)
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{
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if (Coroutines[i].Current != null)
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{
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if (Coroutines[i].Current is WaitForSeconds)
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WaitForSeconds wfs = Coroutines[i].Current as WaitForSeconds;
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if (wfs != null)
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{
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WaitForSeconds wfs = (WaitForSeconds)Coroutines[i].Current;
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if (!wfs.CheckFinished(deltaTime)) continue;
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if (!wfs.CheckFinished(unscaledDeltaTime)) continue;
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}
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else
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{
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@@ -284,6 +284,8 @@ namespace Barotrauma
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double deltaTime = gameTime.ElapsedGameTime.TotalSeconds;
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PlayerInput.Update(deltaTime);
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bool paused = false;
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if (hasLoaded && !titleScreenOpen)
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{
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SoundPlayer.Update();
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@@ -292,7 +294,10 @@ namespace Barotrauma
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DebugConsole.Update(this, (float)deltaTime);
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if ((!DebugConsole.IsOpen && !GUI.PauseMenuOpen) || (NetworkMember != null && NetworkMember.GameStarted)) Screen.Selected.Update(deltaTime);
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paused = (DebugConsole.IsOpen || GUI.PauseMenuOpen) &&
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(NetworkMember == null || !NetworkMember.GameStarted);
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if (!paused) Screen.Selected.Update(deltaTime);
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GUI.Update((float)deltaTime);
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@@ -306,7 +311,7 @@ namespace Barotrauma
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}
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}
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CoroutineManager.Update((float)deltaTime);
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CoroutineManager.Update((float)deltaTime, paused ? 0.0f : (float)deltaTime);
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}
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@@ -64,21 +64,21 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.DeltaTime * 0.1f);
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cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.UnscaledDeltaTime * 0.1f);
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Vector2 cameraPos = sub.Position + Submarine.HiddenSubPosition;
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cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f);
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GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
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cam.Translate((cameraPos - cam.Position) * CoroutineManager.DeltaTime*10.0f);
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cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime*10.0f);
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if (diff != Vector2.Zero)
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{
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sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
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}
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timer += CoroutineManager.DeltaTime;
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timer += CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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}
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@@ -146,7 +146,7 @@ namespace Barotrauma.Networking
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updateInterval = new TimeSpan(0, 0, 0, 0, 150);
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// Set timer to tick every 50ms
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//update = new System.Timers.Timer(50);
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//update = new System.Timers.startTimer(50);
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// When time has elapsed ( 50ms in this case ), call "update_Elapsed" funtion
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//update.Elapsed += new System.Timers.ElapsedEventHandler(Update);
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@@ -690,7 +690,7 @@ namespace Barotrauma.Networking
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do
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{
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secondsLeft -= CoroutineManager.DeltaTime;
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secondsLeft -= CoroutineManager.UnscaledDeltaTime;
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//float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
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//Vector2 offset = (new Vector2(
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@@ -1042,7 +1042,7 @@ namespace Barotrauma.Networking
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do
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{
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secondsLeft -= CoroutineManager.DeltaTime;
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secondsLeft -= CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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} while (secondsLeft > 0.0f);
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@@ -56,7 +56,7 @@ namespace Barotrauma
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{
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GUI.ScreenOverlayColor = Color.Lerp(from, to, Math.Min(timer / duration, 1.0f));
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timer += CoroutineManager.DeltaTime;
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timer += CoroutineManager.UnscaledDeltaTime;
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yield return CoroutineStatus.Running;
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}
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