From 87d987037fef0c1a7693bf94933b132f1c041bc7 Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Fri, 12 Jan 2018 15:43:34 +0200 Subject: [PATCH] The alpha cutoff of partially damaged structures is clamped above 0.2. Now the damage effect is always visible on walls that have received any damage. --- Barotrauma/BarotraumaClient/Source/Map/Structure.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs index fd8df7c45..a5564158d 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Structure.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Structure.cs @@ -146,15 +146,15 @@ namespace Barotrauma { if (damageEffect != null) { - float newCutoff = Math.Min((sections[i].damage / prefab.Health), 0.65f); + float newCutoff = sections[i].damage > 0 ? + MathHelper.Lerp(0.2f, 0.65f, sections[i].damage / prefab.Health) : 0.0f; if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f || color != Submarine.DamageEffectColor) { damageEffect.Parameters["aCutoff"].SetValue(newCutoff); damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f); damageEffect.Parameters["inColor"].SetValue(color.ToVector4()); - - + damageEffect.CurrentTechnique.Passes[0].Apply(); Submarine.DamageEffectCutoff = newCutoff;