(965c31410a) Unstable v0.10.4.0
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@@ -100,6 +100,11 @@ namespace Barotrauma
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null && GameMain.GameSession.Submarine != null &&
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!DebugConsole.IsOpen && GUI.KeyboardDispatcher.Subscriber == null)
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{
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if (PlayerInput.KeyHit(Keys.Insert))
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{
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DebugConsole.ExecuteCommand("teleportcharacter");
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}
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var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
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if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
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@@ -188,18 +193,16 @@ namespace Barotrauma
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{
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Vector2 targetPos = Lights.LightManager.ViewTarget.DrawPosition;
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if (Lights.LightManager.ViewTarget == Character.Controlled &&
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(CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen))
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(CharacterHealth.OpenHealthWindow != null || CrewManager.IsCommandInterfaceOpen || ConversationAction.IsDialogOpen))
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{
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Vector2 screenTargetPos = new Vector2(0.0f, GameMain.GraphicsHeight * 0.5f);
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if (CrewManager.IsCommandInterfaceOpen)
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Vector2 screenTargetPos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) * 0.5f;
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if (CharacterHealth.OpenHealthWindow != null)
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{
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screenTargetPos.X = GameMain.GraphicsWidth * 0.5f;
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screenTargetPos.X = GameMain.GraphicsWidth * (CharacterHealth.OpenHealthWindow.Alignment == Alignment.Left ? 0.75f : 0.25f);
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}
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else
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else if (ConversationAction.IsDialogOpen != null)
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{
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screenTargetPos = CharacterHealth.OpenHealthWindow.Alignment == Alignment.Left ?
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new Vector2(GameMain.GraphicsWidth * 0.75f, GameMain.GraphicsHeight * 0.5f) :
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new Vector2(GameMain.GraphicsWidth * 0.25f, GameMain.GraphicsHeight * 0.5f);
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screenTargetPos.Y = GameMain.GraphicsHeight * 0.4f;
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}
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Vector2 screenOffset = screenTargetPos - new Vector2(GameMain.GraphicsWidth / 2, GameMain.GraphicsHeight / 2);
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screenOffset.Y = -screenOffset.Y;
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@@ -275,21 +278,15 @@ namespace Barotrauma
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Physics", sw.ElapsedTicks);
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#endif
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#if CLIENT
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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Inventory.draggingSlot = null;
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Inventory.draggingItem = null;
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}
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#endif
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UpdateProjSpecific(deltaTime);
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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}
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#endif
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}
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partial void UpdateProjSpecific(double deltaTime);
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private void ExecutePhysics()
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{
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while (true)
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