Unstable 0.1300.0.3
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@@ -171,10 +171,7 @@ namespace Barotrauma
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Character.Controlled.ObstructVision &&
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(Character.Controlled.ViewTarget == Character.Controlled || Character.Controlled.ViewTarget == null);
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if (Character.Controlled != null)
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{
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled.CursorWorldPosition);
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}
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GameMain.LightManager.UpdateObstructVision(graphics, spriteBatch, cam, Character.Controlled?.CursorWorldPosition ?? Vector2.Zero);
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//------------------------------------------------------------------------
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graphics.SetRenderTarget(renderTarget);
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@@ -334,12 +331,13 @@ namespace Barotrauma
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}
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spriteBatch.End();
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if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Character.Controlled != null)
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if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Lights.LightManager.ViewTarget != null)
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{
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GameMain.LightManager.LosEffect.CurrentTechnique = GameMain.LightManager.LosEffect.Techniques["LosShader"];
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GameMain.LightManager.LosEffect.Parameters["xTexture"].SetValue(renderTargetBackground);
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GameMain.LightManager.LosEffect.Parameters["xLosTexture"].SetValue(GameMain.LightManager.LosTexture);
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GameMain.LightManager.LosEffect.Parameters["xLosAlpha"].SetValue(GameMain.LightManager.LosAlpha);
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Color losColor;
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if (GameMain.LightManager.LosMode == LosMode.Transparent)
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