more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
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@@ -15,7 +15,7 @@ namespace Barotrauma
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readonly RenderTarget2D renderTargetWater;
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readonly RenderTarget2D renderTargetAir;
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public BackgroundSpriteManager BackgroundSpriteManager;
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public BackgroundCreatureManager BackgroundCreatureManager;
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public Camera Cam
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{
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@@ -32,13 +32,15 @@ namespace Barotrauma
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renderTargetAir = new RenderTarget2D(graphics, GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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BackgroundSpriteManager = new BackgroundSpriteManager("Content/BackgroundSprites/BackgroundSpritePrefabs.xml");
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BackgroundCreatureManager = new BackgroundCreatureManager("Content/BackgroundSprites/BackgroundCreaturePrefabs.xml");
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}
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public override void Select()
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{
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base.Select();
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if (Submarine.Loaded != null) cam.TargetPos = Submarine.Loaded.Position;
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foreach (MapEntity entity in MapEntity.mapEntityList)
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entity.IsHighlighted = false;
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}
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@@ -83,7 +85,7 @@ namespace Barotrauma
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Character.UpdateAll(cam, (float)deltaTime);
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BackgroundSpriteManager.Update(cam, (float)deltaTime);
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BackgroundCreatureManager.Update(cam, (float)deltaTime);
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GameMain.ParticleManager.Update((float)deltaTime);
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@@ -180,7 +182,7 @@ namespace Barotrauma
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graphics.SetRenderTarget(renderTarget);
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graphics.Clear(new Color(11, 18, 26, 255));
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if (Level.Loaded != null) Level.Loaded.DrawBack(spriteBatch, cam, BackgroundSpriteManager);
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if (Level.Loaded != null) Level.Loaded.DrawBack(spriteBatch, cam, BackgroundCreatureManager);
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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