Merge remote-tracking branch 'upstream/master' into develop
This commit is contained in:
@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using System.Transactions;
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namespace Barotrauma
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{
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@@ -15,6 +16,8 @@ namespace Barotrauma
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private RenderTarget2D renderTargetWater;
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private RenderTarget2D renderTargetFinal;
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private RenderTarget2D renderTargetDamageable;
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public readonly Effect DamageEffect;
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private readonly Texture2D damageStencil;
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private readonly Texture2D distortTexture;
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@@ -65,6 +68,7 @@ namespace Barotrauma
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renderTargetBackground = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetWater = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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renderTargetFinal = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
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renderTargetDamageable = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight, false, SurfaceFormat.Color, DepthFormat.None);
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}
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public override void AddToGUIUpdateList()
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@@ -303,7 +307,7 @@ namespace Barotrauma
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//Draw background structures and wall background sprites
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//(= the background texture that's revealed when a wall is destroyed) into the background render target
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//These will be visible through the LOS effect.
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && !IsFromOutpostDrawnBehindSubs(e));
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Submarine.DrawPaintedColors(spriteBatch, false);
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spriteBatch.End();
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@@ -312,8 +316,19 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackStructures", sw.ElapsedTicks);
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sw.Restart();
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graphics.SetRenderTarget(renderTargetDamageable);
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graphics.Clear(Color.Transparent);
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DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.LinearWrap, effect: DamageEffect, transformMatrix: cam.Transform);
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Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
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spriteBatch.End();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
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sw.Restart();
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graphics.SetRenderTarget(null);
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GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTarget);
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GameMain.LightManager.RenderLightMap(graphics, spriteBatch, cam, renderTargetDamageable);
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:Lighting", sw.ElapsedTicks);
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@@ -331,24 +346,24 @@ namespace Barotrauma
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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}
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is Structure s && (e.SpriteDepth >= 0.9f || s.Prefab.BackgroundSprite != null) && IsFromOutpostDrawnBehindSubs(e));
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spriteBatch.End();
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//draw alpha blended particles that are in water and behind subs
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#if LINUX || OSX
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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#endif
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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//draw additive particles that are in water and behind subs
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None);
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spriteBatch.Draw(renderTarget, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.White);
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spriteBatch.End();
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@@ -367,8 +382,8 @@ namespace Barotrauma
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GraphicsQuad.Render();
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//Draw the rest of the structures, characters and front structures
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => !(e is Structure) || e.SpriteDepth < 0.9f);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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Submarine.DrawBack(spriteBatch, false, e => e is not Structure || e.SpriteDepth < 0.9f);
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DrawCharacters(deformed: false, firstPass: true);
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spriteBatch.End();
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@@ -376,7 +391,7 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:BackCharactersItems", sw.ElapsedTicks);
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sw.Restart();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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DrawCharacters(deformed: true, firstPass: true);
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DrawCharacters(deformed: true, firstPass: false);
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DrawCharacters(deformed: false, firstPass: false);
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@@ -421,19 +436,19 @@ namespace Barotrauma
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GraphicsQuad.Render();
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//draw alpha blended particles that are inside a sub
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.DepthRead, transformMatrix: cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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graphics.SetRenderTarget(renderTarget);
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//draw alpha blended particles that are not in water
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, DepthStencilState.DepthRead, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.DepthRead, transformMatrix: cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
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spriteBatch.End();
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//draw additive particles that are not in water
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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@@ -450,20 +465,10 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontParticles", sw.ElapsedTicks);
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sw.Restart();
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DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
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spriteBatch.Begin(SpriteSortMode.Immediate,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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DamageEffect,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
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spriteBatch.End();
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GraphicsQuad.UseBasicEffect(renderTargetDamageable);
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GraphicsQuad.Render();
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
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sw.Restart();
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, null, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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Submarine.DrawFront(spriteBatch, false, null);
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spriteBatch.End();
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@@ -472,7 +477,7 @@ namespace Barotrauma
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sw.Restart();
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//draw additive particles that are inside a sub
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, null, DepthStencilState.Default, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, depthStencilState: DepthStencilState.Default, transformMatrix: cam.Transform);
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GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
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foreach (var discharger in Items.Components.ElectricalDischarger.List)
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{
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@@ -488,7 +493,7 @@ namespace Barotrauma
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GraphicsQuad.Render();
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, depthStencilState: DepthStencilState.None, transformMatrix: cam.Transform);
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foreach (Character c in Character.CharacterList)
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{
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c.DrawFront(spriteBatch, cam);
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