v0.13.0.11
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@@ -48,6 +48,7 @@ namespace Barotrauma.Lights
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private readonly List<LightSource> lights;
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public bool LosEnabled = true;
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public float LosAlpha = 1f;
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public LosMode LosMode = LosMode.Transparent;
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public bool LightingEnabled = true;
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@@ -497,7 +498,6 @@ namespace Barotrauma.Lights
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graphics.SetRenderTarget(LosTexture);
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spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f)));
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if (ObstructVision)
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{
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graphics.Clear(Color.Black);
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@@ -507,16 +507,17 @@ namespace Barotrauma.Lights
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float rotation = MathUtils.VectorToAngle(losOffset);
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Vector2 scale = new Vector2(
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MathHelper.Clamp(losOffset.Length() / 256.0f, 2.0f, 5.0f), 2.0f);
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MathHelper.Clamp(losOffset.Length() / 256.0f, 4.0f, 5.0f), 3.0f);
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spriteBatch.Begin(SpriteSortMode.Deferred, transformMatrix: cam.Transform * Matrix.CreateScale(new Vector3(GameMain.Config.LightMapScale, GameMain.Config.LightMapScale, 1.0f)));
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spriteBatch.Draw(visionCircle, new Vector2(ViewTarget.WorldPosition.X, -ViewTarget.WorldPosition.Y), null, Color.White, rotation,
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new Vector2(visionCircle.Width * 0.2f, visionCircle.Height / 2), scale, SpriteEffects.None, 0.0f);
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spriteBatch.End();
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}
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else
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{
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graphics.Clear(Color.White);
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}
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spriteBatch.End();
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//--------------------------------------
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