Revert "Characters that are outside are rendered under particles -> creatures can be hidden by smoke from hydrothermal vents. [65211ec]"
Caused characters to be rendered behind ruins, need to come up with a better solution
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@@ -2,8 +2,6 @@
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -99,18 +97,6 @@ namespace Barotrauma
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public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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HashSet<Character> outsideCharacters = new HashSet<Character>();
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foreach (Character c in Character.CharacterList)
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{
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if (!c.AnimController.CanEnterSubmarine)
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{
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outsideCharacters.Add(c);
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}
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else if (c.CurrentHull == null && !Submarine.Loaded.Any(s => Submarine.RectContains(s.WorldBorders, c.WorldPosition)))
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{
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outsideCharacters.Add(c);
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}
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}
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foreach (Submarine sub in Submarine.Loaded)
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{
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@@ -142,18 +128,6 @@ namespace Barotrauma
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Level.Loaded.DrawBack(graphics, spriteBatch, cam);
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}
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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BlendState.AlphaBlend,
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null, null, null, null,
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cam.Transform);
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foreach (Character c in outsideCharacters)
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{
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if (c.CurrentHull == null) c.Draw(spriteBatch);
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}
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spriteBatch.End();
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#if LINUX
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied,
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@@ -161,9 +135,9 @@ namespace Barotrauma
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cam.Transform);
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#else
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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cam.Transform);
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BlendState.AlphaBlend,
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null, DepthStencilState.DepthRead, null, null,
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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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@@ -198,10 +172,7 @@ namespace Barotrauma
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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foreach (Character c in Character.CharacterList)
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{
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if (!outsideCharacters.Contains(c)) c.Draw(spriteBatch);
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}
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foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
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spriteBatch.End();
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