Release 1.10.5.0 - Autumn Update 2025
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@@ -319,14 +319,21 @@ namespace Barotrauma
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graphics.Clear(Color.Transparent);
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DamageEffect.CurrentTechnique = DamageEffect.Techniques["StencilShader"];
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DamageEffect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.LinearWrap, effect: DamageEffect, transformMatrix: cam.Transform);
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//reset so any parameters left over from previous usages of the shader don't persist
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ResetDamageEffect();
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.LinearWrap, effect: DamageEffect, transformMatrix: cam.Transform);
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Submarine.DrawDamageable(spriteBatch, DamageEffect, false);
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DamageEffect.Parameters["aCutoff"].SetValue(0.0f);
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DamageEffect.Parameters["cCutoff"].SetValue(0.0f);
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Submarine.DamageEffectCutoff = 0.0f;
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DamageEffect.CurrentTechnique.Passes[0].Apply();
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spriteBatch.End();
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//reset so parameters set in DrawDamageable don't persist
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ResetDamageEffect();
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void ResetDamageEffect()
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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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Submarine.DamageEffectCutoff = 0.0f;
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DamageEffect.CurrentTechnique.Passes[0].Apply();
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}
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:Map:FrontDamageable", sw.ElapsedTicks);
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