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.
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@@ -146,7 +146,8 @@ namespace Barotrauma
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{
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{
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if (damageEffect != null)
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if (damageEffect != null)
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{
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{
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float newCutoff = Math.Min((sections[i].damage / prefab.Health), 0.65f);
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float newCutoff = sections[i].damage > 0 ?
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MathHelper.Lerp(0.2f, 0.65f, sections[i].damage / prefab.Health) : 0.0f;
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f || color != Submarine.DamageEffectColor)
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f || color != Submarine.DamageEffectColor)
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{
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{
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@@ -154,7 +155,6 @@ namespace Barotrauma
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damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
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damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
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damageEffect.Parameters["inColor"].SetValue(color.ToVector4());
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damageEffect.Parameters["inColor"].SetValue(color.ToVector4());
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damageEffect.CurrentTechnique.Passes[0].Apply();
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damageEffect.CurrentTechnique.Passes[0].Apply();
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Submarine.DamageEffectCutoff = newCutoff;
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Submarine.DamageEffectCutoff = newCutoff;
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