Fixed water scroll speed
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@@ -134,6 +134,14 @@ namespace Barotrauma
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}
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public void Update()
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{
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if (Hull.renderer != null)
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{
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Hull.renderer.ScrollWater();
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}
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}
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bool drawn;
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public IEnumerable<object> DoLoading(IEnumerable<object> loader)
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{
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@@ -308,7 +308,11 @@ namespace Barotrauma
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bool paused = false;
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if (hasLoaded && !titleScreenOpen)
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if (titleScreenOpen)
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{
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TitleScreen.Update();
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}
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else if (hasLoaded)
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{
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SoundPlayer.Update();
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@@ -63,10 +63,7 @@ namespace Barotrauma
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waterEffect.Parameters["xWavePos"].SetValue(wavePos);
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waterEffect.Parameters["xBlurDistance"].SetValue(blurAmount);
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//waterEffect.CurrentTechnique.Passes[0].Apply();
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wavePos.X += 0.0001f;
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wavePos.Y += 0.0001f;
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#if WINDOWS
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waterEffect.Parameters["xTexture"].SetValue(texture);
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spriteBatch.Draw(waterTexture, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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@@ -77,6 +74,12 @@ namespace Barotrauma
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spriteBatch.End();
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}
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public void ScrollWater()
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{
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wavePos.X += 0.0001f;
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wavePos.Y += 0.0001f;
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}
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public void Render(GraphicsDevice graphicsDevice, Camera cam, RenderTarget2D texture, Matrix transform)
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{
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if (vertices == null) return;
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@@ -83,6 +83,11 @@ namespace Barotrauma
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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public override void Update(double deltaTime)
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{
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if (Hull.renderer != null)
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{
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Hull.renderer.ScrollWater();
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}
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//the accumulator code is based on this article:
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//http://gafferongames.com/game-physics/fix-your-timestep/
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Physics.accumulator += deltaTime;
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@@ -490,6 +490,8 @@ namespace Barotrauma
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public override void Update(double deltaTime)
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{
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GameMain.TitleScreen.Update();
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foreach (GUIButton button in menuButtons)
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{
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button.Update((float)deltaTime);
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@@ -336,6 +336,8 @@ namespace Barotrauma
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public override void Update(double deltaTime)
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{
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GameMain.TitleScreen.Update();
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menu.Update((float)deltaTime);
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GUI.Update((float)deltaTime);
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