Some visual effects when drowning or being killed by pressure
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@@ -12,6 +12,8 @@ namespace Barotrauma
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private static Sprite statusIcons;
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private static Sprite noise;
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private static GUIProgressBar drowningBar, healthBar;
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public static void TakeDamage()
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@@ -36,6 +38,11 @@ namespace Barotrauma
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statusIcons = new Sprite("Content/UI/statusIcons.png", Vector2.Zero);
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}
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if (noise==null)
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{
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noise = new Sprite("Content/UI/noise.png", Vector2.Zero);
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}
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DrawStatusIcons(spriteBatch, character);
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if (character.Inventory != null) character.Inventory.DrawOwn(spriteBatch);
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@@ -89,6 +96,29 @@ namespace Barotrauma
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textPos.Y += 25;
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}
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}
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//Vector2 offset = Rand.Vector(noise.size.X);
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//offset.X = Math.Abs(offset.X);
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//offset.Y = Math.Abs(offset.Y);
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//noise.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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// Vector2.Zero,
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// Color.White * 0.1f);
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if (character.Oxygen < 50.0f)
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{
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Vector2 offset = Rand.Vector(noise.size.X);
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offset.X = Math.Abs(offset.X);
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offset.Y = Math.Abs(offset.Y);
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noise.DrawTiled(spriteBatch, Vector2.Zero - offset, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) + offset,
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Vector2.Zero,
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Color.White * ((50.0f - character.Oxygen) / 50.0f));
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//spriteBatch.Draw(noise.Texture,
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// new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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// new Rectangle(Rand.Int(GameMain.GraphicsWidth), Rand.Int(GameMain.GraphicsHeight), (int)noise.size.X, (int)noise.size.Y),
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// Color.White * ((100.0f - character.Oxygen) / 100.0f));
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}
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}
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private static void DrawStatusIcons(SpriteBatch spriteBatch, Character character)
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