Build 0.21.6.0 (1.0 pre-patch)
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@@ -1,6 +1,5 @@
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using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Diagnostics;
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@@ -27,7 +26,7 @@ namespace Barotrauma
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public Effect ThresholdTintEffect { get; private set; }
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public Effect BlueprintEffect { get; set; }
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public GameScreen(GraphicsDevice graphics, ContentManager content)
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public GameScreen(GraphicsDevice graphics)
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{
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cam = new Camera();
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cam.Translate(new Vector2(-10.0f, 50.0f));
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@@ -38,20 +37,13 @@ namespace Barotrauma
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CreateRenderTargets(graphics);
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};
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Effect LoadEffect(string path)
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=> content.Load<Effect>(path
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#if LINUX || OSX
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+"_opengl"
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#endif
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);
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//var blurEffect = LoadEffect("Effects/blurshader");
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damageEffect = LoadEffect("Effects/damageshader");
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PostProcessEffect = LoadEffect("Effects/postprocess");
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GradientEffect = LoadEffect("Effects/gradientshader");
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GrainEffect = LoadEffect("Effects/grainshader");
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ThresholdTintEffect = LoadEffect("Effects/thresholdtint");
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BlueprintEffect = LoadEffect("Effects/blueprintshader");
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damageEffect = EffectLoader.Load("Effects/damageshader");
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PostProcessEffect = EffectLoader.Load("Effects/postprocess");
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GradientEffect = EffectLoader.Load("Effects/gradientshader");
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GrainEffect = EffectLoader.Load("Effects/grainshader");
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ThresholdTintEffect = EffectLoader.Load("Effects/thresholdtint");
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BlueprintEffect = EffectLoader.Load("Effects/blueprintshader");
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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