Release 1.10.5.0 - Autumn Update 2025
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@@ -501,10 +501,14 @@ namespace Barotrauma
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{
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float newCutoff = MathHelper.Lerp(0.0f, 0.65f, Sections[i].damage / MaxHealth);
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.05f)
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//change the parameters of the damage effect and start a new sprite batch if the damage is different by 5% or more
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f ||
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//if we were previously rendering some small amount of damage but now 0 damage, make sure we update the parameters
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//"no damage" vs "just a tiny fraction of damage" makes a difference, even though normally 5% differences in damage aren't noticeable
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MathUtils.NearlyEqual(newCutoff, 0.0f) != MathUtils.NearlyEqual(Submarine.DamageEffectCutoff, 0.0f))
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{
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.BackToFront,
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spriteBatch.Begin(SpriteSortMode.Deferred,
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BlendState.NonPremultiplied, SamplerState.LinearWrap,
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null, null,
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damageEffect,
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