- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).
- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub. - ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
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@@ -143,7 +143,7 @@ namespace Barotrauma
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public AttackResult DoDamage(IDamageable attacker, IDamageable target, Vector2 worldPosition, float deltaTime, bool playSound = true)
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{
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DamageParticles(worldPosition);
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DamageParticles(deltaTime, worldPosition);
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var attackResult = target.AddDamage(attacker, worldPosition, this, deltaTime, playSound);
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@@ -168,6 +168,6 @@ namespace Barotrauma
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return attackResult;
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}
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partial void DamageParticles(Vector2 worldPosition);
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partial void DamageParticles(float deltaTime, Vector2 worldPosition);
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}
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}
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