(61d00a474) v0.9.7.1
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//#define RUN_PHYSICS_IN_SEPARATE_THREAD
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using Microsoft.Xna.Framework;
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using System.Threading;
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using FarseerPhysics.Dynamics;
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#if DEBUG && CLIENT
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using Microsoft.Xna.Framework.Input;
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#endif
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namespace Barotrauma
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{
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partial class GameScreen : Screen
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{
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private object updateLock = new object();
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private double physicsTime;
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#if CLIENT
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private readonly Camera cam;
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public override Camera Cam
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{
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get { return cam; }
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}
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#elif SERVER
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public override Camera Cam
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{
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get { return Camera.Instance; }
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}
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#endif
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public double GameTime
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{
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get;
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private set;
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}
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public GameScreen()
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{
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Camera cam;
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#if CLIENT
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cam = new Camera();
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cam.Translate(new Vector2(-10.0f, 50.0f));
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#endif
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}
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public override void Select()
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{
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base.Select();
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#if CLIENT
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if (Character.Controlled != null)
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{
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cam.Position = Character.Controlled.WorldPosition;
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cam.UpdateTransform(true);
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}
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else if (Submarine.MainSub != null)
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{
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cam.Position = Submarine.MainSub.WorldPosition;
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cam.UpdateTransform(true);
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}
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#endif
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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var physicsThread = new Thread(ExecutePhysics)
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{
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Name = "Physics thread",
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IsBackground = true
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};
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physicsThread.Start();
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#endif
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}
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public override void Deselect()
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{
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base.Deselect();
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#if CLIENT
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GameMain.Config.SaveNewPlayerConfig();
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GameMain.SoundManager.SetCategoryMuffle("default", false);
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GUI.ClearMessages();
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#endif
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}
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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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/// </summary>
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public override void Update(double deltaTime)
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{
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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physicsTime += deltaTime;
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lock (updateLock)
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{
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#endif
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#if DEBUG && CLIENT
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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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var closestSub = Submarine.FindClosest(cam.WorldViewCenter);
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if (closestSub == null) closestSub = GameMain.GameSession.Submarine;
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Vector2 targetMovement = Vector2.Zero;
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if (PlayerInput.KeyDown(Keys.I)) targetMovement.Y += 1.0f;
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if (PlayerInput.KeyDown(Keys.K)) targetMovement.Y -= 1.0f;
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if (PlayerInput.KeyDown(Keys.J)) targetMovement.X -= 1.0f;
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if (PlayerInput.KeyDown(Keys.L)) targetMovement.X += 1.0f;
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if (targetMovement != Vector2.Zero)
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closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
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}
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#endif
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GameTime += deltaTime;
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foreach (PhysicsBody body in PhysicsBody.List)
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{
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if (body.Enabled) { body.Update(); }
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}
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foreach (MapEntity e in MapEntity.mapEntityList)
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{
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e.IsHighlighted = false;
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}
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if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
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#if CLIENT
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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GameMain.ParticleManager.Update((float)deltaTime);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("ParticleUpdate", sw.ElapsedTicks);
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sw.Restart();
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GameMain.LightManager.Update((float)deltaTime);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("LightUpdate", sw.ElapsedTicks);
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sw.Restart();
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, cam);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("LevelUpdate", sw.ElapsedTicks);
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if (Character.Controlled != null)
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{
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if (Character.Controlled.SelectedConstruction != null && Character.Controlled.CanInteractWith(Character.Controlled.SelectedConstruction))
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{
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Character.Controlled.SelectedConstruction.UpdateHUD(cam, Character.Controlled, (float)deltaTime);
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}
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if (Character.Controlled.Inventory != null)
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{
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foreach (Item item in Character.Controlled.Inventory.Items)
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{
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if (item == null) { continue; }
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if (Character.Controlled.HasEquippedItem(item))
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{
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item.UpdateHUD(cam, Character.Controlled, (float)deltaTime);
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}
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}
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}
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}
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sw.Restart();
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Character.UpdateAll((float)deltaTime, cam);
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#elif SERVER
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime, Camera.Instance);
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Character.UpdateAll((float)deltaTime, Camera.Instance);
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#endif
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("CharacterUpdate", sw.ElapsedTicks);
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sw.Restart();
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#endif
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StatusEffect.UpdateAll((float)deltaTime);
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("StatusEffectUpdate", sw.ElapsedTicks);
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sw.Restart();
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if (Character.Controlled != null &&
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Lights.LightManager.ViewTarget != null)
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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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{
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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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{
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screenTargetPos.X = GameMain.GraphicsWidth * 0.5f;
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}
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else
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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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}
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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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targetPos -= screenOffset / cam.Zoom;
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}
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cam.TargetPos = targetPos;
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}
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cam.MoveCamera((float)deltaTime);
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#endif
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.SetPrevTransform(sub.Position);
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}
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foreach (PhysicsBody body in PhysicsBody.List)
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{
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if (body.Enabled) { body.SetPrevTransform(body.SimPosition, body.Rotation); }
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}
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime, cam);
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#elif SERVER
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
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#endif
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("MapEntityUpdate", sw.ElapsedTicks);
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sw.Restart();
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#endif
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Character.UpdateAnimAll((float)deltaTime);
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#if CLIENT
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Ragdoll.UpdateAll((float)deltaTime, cam);
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#elif SERVER
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Ragdoll.UpdateAll((float)deltaTime, Camera.Instance);
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#endif
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("AnimUpdate", sw.ElapsedTicks);
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sw.Restart();
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#endif
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.Update((float)deltaTime);
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}
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("SubmarineUpdate", sw.ElapsedTicks);
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sw.Restart();
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#endif
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#if !RUN_PHYSICS_IN_SEPARATE_THREAD
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try
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{
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GameMain.World.Step((float)Timing.Step);
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}
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catch (WorldLockedException e)
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{
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string errorMsg = "Attempted to modify the state of the physics simulation while a time step was running.";
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DebugConsole.ThrowError(errorMsg, e);
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GameAnalyticsManager.AddErrorEventOnce("GameScreen.Update:WorldLockedException" + e.Message, GameAnalyticsSDK.Net.EGAErrorSeverity.Critical, errorMsg);
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}
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#endif
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#if CLIENT
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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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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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}
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#endif
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}
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private void ExecutePhysics()
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{
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while (true)
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{
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while (physicsTime >= Timing.Step)
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{
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lock (updateLock)
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{
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GameMain.World.Step((float)Timing.Step);
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physicsTime -= Timing.Step;
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}
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}
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}
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}
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}
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}
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