aesrvw
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@@ -278,9 +278,6 @@ namespace Barotrauma
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{
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{
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Oxygen -= OxygenDetoriationSpeed * deltaTime;
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Oxygen -= OxygenDetoriationSpeed * deltaTime;
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surface = MathHelper.Lerp(surface, GetSurfaceY(), deltaTime * 10.0f);
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if (EditWater)
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if (EditWater)
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{
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{
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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@@ -447,13 +444,13 @@ namespace Barotrauma
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{
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{
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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////calculate where the surface should be based on the water volume
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//calculate where the surface should be based on the water volume
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float top = rect.Y+Submarine.DrawPosition.Y;
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float top = rect.Y+Submarine.DrawPosition.Y;
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float bottom = top - rect.Height;
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float bottom = top - rect.Height;
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//float surfaceY = bottom + Volume / rect.Width;
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float surfaceY = bottom + Volume / rect.Width;
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////interpolate the position of the rendered surface towards the "target surface"
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//interpolate the position of the rendered surface towards the "target surface"
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//surface = surface + ((surfaceY - Submarine.DrawPosition.Y) - surface) / 10.0f;
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surface = surface + ((surfaceY - Submarine.DrawPosition.Y) - surface) / 10.0f;
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float drawSurface = surface + Submarine.DrawPosition.Y;
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float drawSurface = surface + Submarine.DrawPosition.Y;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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@@ -485,15 +485,17 @@ namespace Barotrauma
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if (dummyCharacter.SelectedConstruction != null)
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if (dummyCharacter.SelectedConstruction != null)
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{
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{
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if (dummyCharacter.SelectedConstruction == dummyCharacter.ClosestItem)
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//if (dummyCharacter.SelectedConstruction == dummyCharacter.ClosestItem)
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{
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//{
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dummyCharacter.SelectedConstruction.DrawHUD(spriteBatch, dummyCharacter);
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dummyCharacter.SelectedConstruction.DrawHUD(spriteBatch, dummyCharacter);
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}
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//}
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else
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//else
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{
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//{
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dummyCharacter.SelectedConstruction = null;
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// dummyCharacter.SelectedConstruction = null;
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}
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//}
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if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.ClosestItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
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}
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}
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}
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}
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