- fixed ruin doors being placed outside corridors if the corridor passes through multiple rooms
- fog of war isn't drawn or updated when not controlling a character - fixed topmost cells in the level not being placed in the cellgrid array, causing them to be ignored when enlarging the main path for the sub - fixed slices of the diving suit sprite "bleeding" into the torso sprite
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@@ -391,7 +391,7 @@ namespace Barotrauma
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{
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for (int y = 0; y < cellGrid.GetLength(1); y++)
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{
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cellGrid[x, y] .Clear();
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cellGrid[x, y].Clear();
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}
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}
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@@ -402,17 +402,10 @@ namespace Barotrauma
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if (x < 0 || y < 0 || x >= cellGrid.GetLength(0) || y >= cellGrid.GetLength(1)) continue;
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cellGrid[x,y].Add(cell);
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cellGrid[x, y].Add(cell);
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}
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Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, false), Rand.Range(5000.0f, 8000.0f, false));
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float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
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@@ -844,9 +837,9 @@ namespace Barotrauma
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List<VoronoiCell> cells = new List<VoronoiCell>();
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for (int x = startX; x < endX; x++)
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for (int x = startX; x <= endX; x++)
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{
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for (int y = startY; y < endY; y++)
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for (int y = startY; y <= endY; y++)
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{
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foreach (VoronoiCell cell in cellGrid[x, y])
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{
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