Fixed wall damage not being visible if there's only one damaged section
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@@ -488,7 +488,6 @@ namespace Barotrauma
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Draw(spriteBatch, false, false, damageEffect);
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}
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private static float prevCutoff;
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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{
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@@ -527,14 +526,14 @@ namespace Barotrauma
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{
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float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
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if (Math.Abs(newCutoff - prevCutoff) > 0.01f)
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
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{
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damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
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damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
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damageEffect.CurrentTechnique.Passes[0].Apply();
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prevCutoff = newCutoff;
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Submarine.DamageEffectCutoff = newCutoff;
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}
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}
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@@ -373,6 +373,9 @@ namespace Barotrauma
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}
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}
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public static float DamageEffectCutoff;
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public static void DrawDamageable(SpriteBatch spriteBatch, Effect damageEffect, bool editing = false)
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{
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var entitiesToRender = !editing && visibleEntities != null ? visibleEntities : MapEntity.mapEntityList;
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@@ -386,6 +389,8 @@ namespace Barotrauma
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{
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damageEffect.Parameters["aCutoff"].SetValue(0.0f);
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damageEffect.Parameters["cCutoff"].SetValue(0.0f);
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DamageEffectCutoff = 0.0f;
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}
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}
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