Switch to Barotrauma & too many misc changes to remember
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@@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Linq;
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namespace Subsurface.Lights
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namespace Barotrauma.Lights
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{
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class CachedShadow
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{
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@@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace Subsurface.Lights
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namespace Barotrauma.Lights
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{
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class LightManager
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{
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@@ -124,18 +124,18 @@ namespace Subsurface.Lights
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spriteBatch.End();
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}
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//ClearAlphaToOne(graphics, spriteBatch);
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//spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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ClearAlphaToOne(graphics, spriteBatch);
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.MultiplyWithAlpha, null, null, null, null, cam.Transform);
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//foreach (LightSource light in lights)
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//{
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// if (light.hullsInRange.Count > 0 || light.Color.A < 0.01f || light.Range < 1.0f) continue;
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// if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
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foreach (LightSource light in lights)
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{
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if (light.hullsInRange.Count > 0 || light.Color.A < 0.01f || light.Range < 1.0f) continue;
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if (!MathUtils.CircleIntersectsRectangle(light.Position, light.Range, viewRect)) continue;
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// light.Draw(spriteBatch);
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//}
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light.Draw(spriteBatch);
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}
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//spriteBatch.End();
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spriteBatch.End();
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//clear alpha, to avoid messing stuff up later
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ClearAlphaToOne(graphics, spriteBatch);
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@@ -5,7 +5,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Subsurface.Lights
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namespace Barotrauma.Lights
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{
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class LightSource
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{
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