Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading
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@@ -42,7 +42,7 @@ namespace Subsurface
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Effect effect;
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Vector2 wavePos;
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public Vector2 wavePos;
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public WaterVertex[] vertices = new WaterVertex[DefaultBufferSize];
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@@ -96,6 +96,11 @@ namespace Subsurface
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vertexBuffer.SetData(verts);
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wavePos.X += 0.0001f;
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wavePos.Y += 0.0001f;
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effect.Parameters["xWavePos"].SetValue(wavePos);
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effect.CurrentTechnique = effect.Techniques["WaterShader"];
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effect.Parameters["xTexture"].SetValue(texture);
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effect.Parameters["xView"].SetValue(Matrix.Identity);
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@@ -115,11 +120,7 @@ namespace Subsurface
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vertexBuffer.SetData(vertices);
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wavePos.X += 0.0001f;
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wavePos.Y += 0.0001f;
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effect.Parameters["xBumpPos"].SetValue(cam.Position/Game1.GraphicsWidth/cam.Zoom);
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effect.Parameters["xWavePos"].SetValue(wavePos);
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effect.Parameters["xBumpPos"].SetValue(cam.Position / Game1.GraphicsWidth / cam.Zoom);
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effect.CurrentTechnique = effect.Techniques["EmptyShader"];
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effect.Parameters["xTexture"].SetValue(texture);
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