Crates, some new chemicals, statuseffects that are triggered on impact, explosions can trigger "OnFire" statuseffects, applying impulses to items (and not just characters) when the submarine hits something
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@@ -179,9 +179,6 @@ namespace Barotrauma
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public void DrawSprites(SpriteBatch spriteBatch, Camera cam)
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{
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Stopwatch sw = new Stopwatch();
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sw.Start();
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Rectangle indices = Rectangle.Empty;
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indices.X = (int)Math.Floor(cam.WorldView.X / (float)GridSize) - 1;
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if (indices.X >= sprites.GetLength(0)) return;
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@@ -189,7 +186,6 @@ namespace Barotrauma
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indices.Y = (int)Math.Floor((cam.WorldView.Y - cam.WorldView.Height) / (float)GridSize) - 1;
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if (indices.Y >= sprites.GetLength(1)) return;
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indices.Width = (int)Math.Ceiling(cam.WorldView.Right / (float)GridSize) + 1;
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if (indices.Width < 0) return;
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indices.Height = (int)Math.Ceiling(cam.WorldView.Y / (float)GridSize) + 1;
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@@ -212,9 +208,6 @@ namespace Barotrauma
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}
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}
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}
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sw.Stop();
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Debug.WriteLine(sw.ElapsedMilliseconds + " - "+sw.ElapsedTicks);
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}
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private BackgroundSpritePrefab GetRandomPrefab()
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