v0.12.0.2
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@@ -77,9 +77,8 @@ namespace Barotrauma
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}
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if (Character.Controlled?.Inventory != null)
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{
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foreach (Item item in Character.Controlled.Inventory.Items)
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foreach (Item item in Character.Controlled.Inventory.AllItems)
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{
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if (item == null) { continue; }
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if (Character.Controlled.HasEquippedItem(item))
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{
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item.AddToGUIUpdateList();
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@@ -249,6 +248,8 @@ namespace Barotrauma
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}
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spriteBatch.End();
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Level.Loaded?.DrawFront(spriteBatch, cam);
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//draw the rendertarget and particles that are only supposed to be drawn in water into renderTargetWater
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graphics.SetRenderTarget(renderTargetWater);
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@@ -317,10 +318,8 @@ namespace Barotrauma
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{
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c.DrawFront(spriteBatch, cam);
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}
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if (Level.Loaded != null)
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{
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Level.Loaded.DrawFront(spriteBatch, cam);
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}
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Level.Loaded?.DrawDebugOverlay(spriteBatch, cam);
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if (GameMain.DebugDraw)
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{
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MapEntity.mapEntityList.ForEach(me => me.AiTarget?.Draw(spriteBatch));
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@@ -374,7 +373,10 @@ namespace Barotrauma
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{
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BlurStrength = Character.Controlled.BlurStrength * 0.005f;
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DistortStrength = Character.Controlled.DistortStrength;
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chromaticAberrationStrength -= Vector3.One * Character.Controlled.RadialDistortStrength;
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if (GameMain.Config.EnableRadialDistortion)
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{
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chromaticAberrationStrength -= Vector3.One * Character.Controlled.RadialDistortStrength;
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}
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chromaticAberrationStrength += new Vector3(-0.03f, -0.015f, 0.0f) * Character.Controlled.ChromaticAberrationStrength;
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}
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else
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@@ -438,8 +440,8 @@ namespace Barotrauma
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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Inventory.draggingSlot = null;
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Inventory.draggingItem = null;
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Inventory.DraggingSlot = null;
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Inventory.DraggingItems.Clear();
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}
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}
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}
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