Option to set a duration for a status effect
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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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