Merge branch 'walldamage'
This commit is contained in:
@@ -18,6 +18,10 @@ namespace Barotrauma
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private BlurEffect lightBlur;
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private Effect damageEffect;
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private Texture2D damageStencil;
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public BackgroundCreatureManager BackgroundCreatureManager;
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public Camera Cam
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@@ -46,10 +50,14 @@ namespace Barotrauma
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var blurEffect = content.Load<Effect>("blurshader");
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#endif
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect = content.Load<Effect>("damageshader");
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
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damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
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lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);
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}
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public override void Select()
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@@ -101,23 +109,24 @@ namespace Barotrauma
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}
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#endif
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if (GameMain.GameSession!=null) GameMain.GameSession.Update((float)deltaTime);
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//EventManager.Update(gameTime);
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
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Character.UpdateAll(cam, (float)deltaTime);
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BackgroundCreatureManager.Update(cam, (float)deltaTime);
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GameMain.ParticleManager.Update((float)deltaTime);
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StatusEffect.UpdateAll((float)deltaTime);
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Physics.accumulator = Math.Min(Physics.accumulator, Physics.step * 6);
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//Physics.accumulator = Physics.step;
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while (Physics.accumulator >= Physics.step)
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{
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if (GameMain.GameSession != null) GameMain.GameSession.Update((float)Physics.step);
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//EventManager.Update(gameTime);
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if (Level.Loaded != null) Level.Loaded.Update((float)Physics.step);
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Character.UpdateAll(cam, (float)Physics.step);
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BackgroundCreatureManager.Update(cam, (float)Physics.step);
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GameMain.ParticleManager.Update((float)Physics.step);
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StatusEffect.UpdateAll((float)Physics.step);
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if (Character.Controlled != null && Lights.LightManager.ViewTarget != null)
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{
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cam.TargetPos = Lights.LightManager.ViewTarget.WorldPosition;
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@@ -160,7 +169,10 @@ namespace Barotrauma
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public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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cam.UpdateTransform(true);
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cam.UpdateTransform(true);
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//damageStencil = TextureLoader.FromFile("Content/Map/background.png");
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DrawMap(graphics, spriteBatch);
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@@ -199,6 +211,8 @@ namespace Barotrauma
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sub.UpdateTransform();
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}
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GameMain.ParticleManager.UpdateTransforms();
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GameMain.LightManager.ObstructVision = Character.Controlled != null && Character.Controlled.ObstructVision;
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GameMain.LightManager.UpdateLightMap(graphics, spriteBatch, cam);
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@@ -324,6 +338,17 @@ namespace Barotrauma
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Submarine.DrawFront(spriteBatch);
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spriteBatch.End();
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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);
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spriteBatch.End();
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GameMain.LightManager.DrawLightMap(spriteBatch, cam, lightBlur.Effect);
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