Launcher error messageboxes, more easily controllable & better looking swimming, oxygen tank bugfixes, loading screen coroutine bugfix
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@@ -250,7 +250,7 @@ namespace Subsurface
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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//cam.UpdateTransform();
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cam.UpdateTransform();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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@@ -83,6 +83,7 @@ namespace Subsurface
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StatusEffect.UpdateAll((float)deltaTime);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 4);
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//Physics.accumulator = Physics.step;
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while (Physics.accumulator >= Physics.step)
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{
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cam.MoveCamera((float)Physics.step);
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@@ -119,6 +120,8 @@ namespace Subsurface
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{
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//if (!Physics.updated) return;
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cam.UpdateTransform();
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DrawMap(graphics, spriteBatch);
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spriteBatch.Begin();
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@@ -282,12 +285,12 @@ namespace Subsurface
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Submarine.DrawFront(spriteBatch);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch);
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//if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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//{
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// GameMain.GameSession.Level.Draw(spriteBatch);
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// //Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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//}
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if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
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{
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GameMain.GameSession.Level.Draw(spriteBatch);
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//Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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spriteBatch.End();
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@@ -446,14 +446,15 @@ namespace Subsurface
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private bool StartShift(GUIButton button, object selection)
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{
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GameMain.ShowLoading(ShiftLoading());
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//GameMain.ShowLoading(ShiftLoading());
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GameMain.GameSession.StartShift(TimeSpan.Zero, selectedLevel, false);
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GameMain.GameScreen.Select();
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return true;
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}
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private IEnumerable<object> ShiftLoading()
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{
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{
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GameMain.GameSession.StartShift(TimeSpan.Zero, selectedLevel, false);
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GameMain.GameScreen.Select();
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@@ -158,6 +158,8 @@ namespace Subsurface
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{
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base.Select();
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Submarine.Unload();
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SelectTab(null, 0);
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//selectedTab = 0;
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}
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@@ -546,11 +546,8 @@ namespace Subsurface
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{
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Gender gender = (Gender)obj;
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GameMain.NetworkMember.CharacterInfo.Gender = gender;
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GameMain.Client.SendCharacterData();
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if (GameMain.Client != null) GameMain.Client.SendCharacterData();
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//CreatePreviewCharacter();
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UpdatePreviewPlayer(GameMain.NetworkMember.CharacterInfo);
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return true;
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}
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