(7ee8dbc11) v0.9.8.0
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@@ -91,7 +91,13 @@ namespace Barotrauma
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c.DoVisibilityCheck(cam);
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if (c.IsVisible != wasVisible)
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{
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c.AnimController.Limbs.ForEach(l => { if (l.LightSource != null) l.LightSource.Enabled = c.IsVisible; });
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c.AnimController.Limbs.ForEach(l =>
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{
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if (l.LightSource != null)
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{
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l.LightSource.Enabled = c.IsVisible;
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}
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});
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}
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}
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@@ -282,14 +288,23 @@ namespace Barotrauma
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}
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, DepthStencilState.None, null, null, cam.Transform);
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foreach (Character c in Character.CharacterList) c.DrawFront(spriteBatch, cam);
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if (Level.Loaded != null) Level.Loaded.DrawFront(spriteBatch, cam);
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if (GameMain.DebugDraw && GameMain.GameSession?.EventManager != null)
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foreach (Character c in Character.CharacterList)
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{
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GameMain.GameSession.EventManager.DebugDraw(spriteBatch);
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c.DrawFront(spriteBatch, cam);
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}
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if (Level.Loaded != null)
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{
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Level.Loaded.DrawFront(spriteBatch, cam);
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}
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if (GameMain.DebugDraw)
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{
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MapEntity.mapEntityList.ForEach(me => me.AiTarget?.Draw(spriteBatch));
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Character.CharacterList.ForEach(c => c.AiTarget?.Draw(spriteBatch));
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if (GameMain.GameSession?.EventManager != null)
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{
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GameMain.GameSession.EventManager.DebugDraw(spriteBatch);
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}
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}
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spriteBatch.End();
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if (GameMain.LightManager.LosEnabled && GameMain.LightManager.LosMode != LosMode.None && Character.Controlled != null)
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