Quests, new sounds, explosives, bugfixes, asdfasdf
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@@ -38,8 +38,6 @@ namespace Subsurface
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{
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base.Select();
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//if (Game1.gameSession == null) Game1.gameSession = new GameSession("",false, TimeSpan.Zero);
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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}
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@@ -73,10 +71,9 @@ namespace Subsurface
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Character.UpdateAll(cam, (float)deltaTime);
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Game1.particleManager.Update((float)deltaTime);
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Game1.ParticleManager.Update((float)deltaTime);
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StatusEffect.UpdateAll((float)deltaTime);
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//Physics.updated = false;
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cam.MoveCamera((float)deltaTime);
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@@ -108,24 +105,15 @@ namespace Subsurface
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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//if (!Physics.updated) return;
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DrawMap(graphics, spriteBatch);
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//----------------------------------------------------------------------------------------
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//2. draw the HUD on top of everything
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//----------------------------------------------------------------------------------------
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spriteBatch.Begin();
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if (Game1.GameSession != null) Game1.GameSession.Draw(spriteBatch);
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//EventManager.DrawInfo(spriteBatch);
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if (Character.Controlled != null && Character.Controlled.SelectedConstruction != null)
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{
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if (Character.Controlled.SelectedConstruction == Character.Controlled.ClosestItem)
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@@ -215,7 +203,7 @@ namespace Subsurface
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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Game1.particleManager.Draw(spriteBatch, true);
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Game1.ParticleManager.Draw(spriteBatch, true);
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spriteBatch.End();
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@@ -233,7 +221,7 @@ namespace Subsurface
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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Game1.particleManager.Draw(spriteBatch, false);
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Game1.ParticleManager.Draw(spriteBatch, false);
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spriteBatch.End();
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graphics.SetRenderTarget(null);
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@@ -253,6 +241,12 @@ namespace Subsurface
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Hull.renderer.Render(graphics, cam, renderTargetAir, Cam.ShaderTransform);
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if (Game1.GameSession != null && Game1.GameSession.Level != null)
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{
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Game1.GameSession.Level.Render(graphics, cam);
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Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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if (Game1.LightManager.LightingEnabled)
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{
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//multiply scene with lightmap
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@@ -264,7 +258,7 @@ namespace Subsurface
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//----------------------------------------------------------------------------------------
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//3. draw the sections of the map that are on top of the water
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//----------------------------------------------------------------------------------------
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend, SamplerState.LinearWrap,
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null, null, null,
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@@ -279,20 +273,10 @@ namespace Subsurface
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Game1.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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if (Game1.GameSession != null && Game1.GameSession.Level != null)
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{
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Game1.GameSession.Level.Render(graphics, cam);
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Game1.GameSession.Level.SetObserverPosition(cam.WorldViewCenter);
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}
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else if (Game1.Level != null)
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{
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Game1.Level.Render(graphics, cam);
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}
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Game1.LightManager.DrawFow(graphics,cam,LightManager.ViewPos);
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Game1.LightManager.DrawLOS(graphics, cam, LightManager.ViewPos);
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}
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}
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