Removing the obstruction element without flickering, better looking (& working) radar
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@@ -890,6 +890,19 @@ namespace Barotrauma
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}
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}
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for (int side = 0; side < 2; side++)
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{
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for (int n = 0; n < 2; n++)
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{
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if (Vector2.Distance(wrappingWalls[side, n].MidPos, pos) > WrappingWall.WallWidth) continue;
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foreach (VoronoiCell cell in wrappingWalls[side, n].Cells)
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{
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cells.Add(cell);
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}
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}
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}
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return cells;
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}
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@@ -921,7 +934,7 @@ namespace Barotrauma
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Vector2 end = cell.edges[i].point2 + Position;
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end.Y = -end.Y;
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edges.Add(new Vector2[] { start, end });
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//GUI.DrawLine(spriteBatch, start, end, (cell.body != null && cell.body.Enabled) ? Color.Green : Color.Red);
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}
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@@ -79,6 +79,8 @@ namespace Barotrauma.Lights
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spriteBatch.Begin(SpriteSortMode.Immediate, CustomBlendStates.Multiplicative);
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spriteBatch.Draw(losTexture, Vector2.Zero);
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spriteBatch.End();
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ObstructVision = false;
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}
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public void OnMapLoaded()
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@@ -164,8 +166,8 @@ namespace Barotrauma.Lights
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Vector2 diff = lookAtPosition - ViewPos;
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diff.Y = -diff.Y;
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float rotation = MathUtils.VectorToAngle(diff);
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Vector2 scale = new Vector2(3.0f, 1.0f);
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Vector2 scale = new Vector2(MathHelper.Clamp(diff.Length()/256.0f, 2.0f, 5.0f), 2.0f);
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spriteBatch.Draw(LightSource.LightTexture, new Vector2(ViewPos.X, -ViewPos.Y), null, Color.White, rotation,
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new Vector2(LightSource.LightTexture.Width*0.2f, LightSource.LightTexture.Height/2), scale, SpriteEffects.None, 0.0f);
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