Launcher error messageboxes, more easily controllable & better looking swimming, oxygen tank bugfixes, loading screen coroutine bugfix
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@@ -218,7 +218,7 @@ namespace Subsurface
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cell.edges.Add(ge);
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}
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}
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Debug.WriteLine("find cells: " + sw2.ElapsedMilliseconds + " ms");
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sw2.Restart();
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@@ -590,7 +590,7 @@ int currentTargetIndex = 1;
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tempVertices.Clear();
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foreach (GraphEdge ge in cell.edges)
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{
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if (ge.point1 == ge.point2) continue;
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if (Math.Abs(Vector2.Distance(ge.point1, ge.point2))<0.1f) continue;
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if (!tempVertices.Contains(ge.point1)) tempVertices.Add(ge.point1);
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if (!tempVertices.Contains(ge.point2)) tempVertices.Add(ge.point2);
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@@ -686,7 +686,6 @@ int currentTargetIndex = 1;
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int i = 0;
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foreach (Body body in bodies)
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{
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System.Diagnostics.Debug.WriteLine(i);
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i++;
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body.SetTransform(body.Position + simAmount, body.Rotation);
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}
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@@ -823,25 +822,28 @@ int currentTargetIndex = 1;
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pos.X += Position.X;
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pos.Y = -pos.Y - Position.Y;
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int shaftWidth = 10000;
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if (GameMain.GameScreen.Cam.WorldView.Y < -pos.Y-512) return;
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float x = GameMain.GameScreen.Cam.WorldView.X-512.0f;
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int width = (int)(Math.Ceiling(GameMain.GameScreen.Cam.WorldView.Width/512.0f + 2.0f)*512.0f);
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(pos.X - shaftWidth / 2), (int)pos.Y, shaftWidth, 512),
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new Rectangle(0, 0, shaftWidth, 256),
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new Rectangle((int)(MathUtils.Round(x, 512.0f)), (int)pos.Y, width, 512),
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new Rectangle(0, 0, width, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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pos = startPosition;
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pos.X += Position.X;
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pos.Y = -pos.Y - Position.Y;
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//pos = startPosition;
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//pos.X += Position.X;
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//pos.Y = -pos.Y - Position.Y;
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spriteBatch.Draw(shaftTexture,
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new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
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new Rectangle(0, 0, shaftWidth, 256),
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Color.White, 0.0f,
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Vector2.Zero,
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SpriteEffects.None, 0.0f);
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//spriteBatch.Draw(shaftTexture,
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// new Rectangle((int)(pos.X - shaftWidth/2), (int)pos.Y, shaftWidth, 512),
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// new Rectangle(0, 0, shaftWidth, 256),
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// Color.White, 0.0f,
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// Vector2.Zero,
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// SpriteEffects.None, 0.0f);
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//List<Vector2[]> edges = GetCellEdges(observerPosition, 1, false);
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