Merge branch 'dev' of https://github.com/Regalis11/Barotrauma.git into unstable-tests
This commit is contained in:
@@ -58,10 +58,13 @@ namespace Barotrauma
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cam.Position = Submarine.MainSub.WorldPosition;
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cam.UpdateTransform(true);
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}
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GameMain.GameSession?.CrewManager?.AutoShowCrewList();
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#endif
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foreach (MapEntity entity in MapEntity.mapEntityList)
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{
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entity.IsHighlighted = false;
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}
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#if RUN_PHYSICS_IN_SEPARATE_THREAD
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var physicsThread = new Thread(ExecutePhysics)
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@@ -78,7 +81,11 @@ namespace Barotrauma
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base.Deselect();
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#if CLIENT
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GameMain.Config.SaveNewPlayerConfig();
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var config = GameSettings.CurrentConfig;
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config.CrewMenuOpen = CrewManager.PreferCrewMenuOpen;
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config.ChatOpen = ChatBox.PreferChatBoxOpen;
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GameSettings.SetCurrentConfig(config);
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GameSettings.SaveCurrentConfig();
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GameMain.SoundManager.SetCategoryMuffle("default", false);
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GUI.ClearMessages();
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#endif
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@@ -115,37 +122,6 @@ namespace Barotrauma
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}
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}
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}
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#if LINUX
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// disgusting
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if (PlayerInput.KeyDown(Keys.RightShift) && Character.Controlled is { CharacterHealth: { } health } && PlayerInput.MouseSpeed != Vector2.Zero)
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{
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AfflictionPrefab radiationPrefab = AfflictionPrefab.RadiationSickness;
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float afflictionAmount = (PlayerInput.MousePosition.X / GameMain.GraphicsWidth) * radiationPrefab.MaxStrength;
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Affliction affliction = health.GetAffliction(radiationPrefab.Identifier, true);
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if (affliction == null)
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{
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health.ApplyAffliction(null, new Affliction(radiationPrefab, Math.Abs(afflictionAmount)));
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}
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else
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{
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float diff = affliction.Strength - afflictionAmount;
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if (!MathUtils.NearlyEqual(diff, 0))
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{
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if (diff > 0)
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{
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health.ReduceAffliction(null, radiationPrefab.Identifier, Math.Abs(diff));
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}
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else if (diff < 0)
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{
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health.ApplyAffliction(null, new Affliction(radiationPrefab, Math.Abs(diff)));
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}
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}
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}
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}
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#endif
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#endif
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#if CLIENT
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@@ -163,10 +139,17 @@ namespace Barotrauma
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e.IsHighlighted = false;
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}
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if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
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#if CLIENT
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var sw = new System.Diagnostics.Stopwatch();
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sw.Start();
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#endif
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GameMain.GameSession?.Update((float)deltaTime);
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#if CLIENT
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sw.Stop();
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GameMain.PerformanceCounter.AddElapsedTicks("GameSessionUpdate", sw.ElapsedTicks);
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sw.Restart();
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GameMain.ParticleManager.Update((float)deltaTime);
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