(98501b696) Reduce the max accepted distance for repair tool ai operate.
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@@ -132,6 +132,8 @@ namespace Barotrauma
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private GUILayoutGroup subPreviewContainer;
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private GUILayoutGroup subPreviewContainer;
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private GUIButton loadGameButton;
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public Action<Submarine, string, string> StartNewGame;
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@@ -149,8 +149,8 @@ namespace Barotrauma
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//These will be visible through the LOS effect.
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//Could be drawn with one Submarine.DrawBack call, but we can avoid sorting by depth by doing it like this.
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (s.ResizeVertical || s.ResizeHorizontal) && !s.DrawDamageEffect);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && !(s.ResizeVertical && s.ResizeHorizontal) && s.Prefab.BackgroundSprite != null);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && s.ResizeVertical && s.ResizeHorizontal);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure && !(s.ResizeVertical && s.ResizeHorizontal) && ((Structure)s).Prefab.BackgroundSprite != null);
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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@@ -817,7 +817,7 @@ namespace Barotrauma
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{
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if (dummyCharacter != null) RemoveDummyCharacter();
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dummyCharacter = Character.Create(Character.HumanConfigFile, Vector2.Zero, "", hasAi: false);
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dummyCharacter = Character.Create(Character.HumanConfigFile, Vector2.Zero, "");
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//make space for the entity menu
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for (int i = 0; i < dummyCharacter.Inventory.SlotPositions.Length; i++)
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@@ -2282,11 +2282,6 @@ namespace Barotrauma
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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}
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foreach (Submarine sub in Submarine.Loaded)
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{
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sub.UpdateTransform();
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}
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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