Unstable 0.1500.1.0 (BaroDev edition)
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@@ -632,7 +632,7 @@ namespace Barotrauma
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RefreshDeformations();
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}
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public void Draw(SpriteBatch spriteBatch, Camera cam, Color? overrideColor = null)
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public void Draw(SpriteBatch spriteBatch, Camera cam, Color? overrideColor = null, bool disableDeformations = false)
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{
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float brightness = 1.0f - (burnOverLayStrength / 100.0f) * 0.5f;
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var spriteParams = Params.GetSprite();
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@@ -678,7 +678,7 @@ namespace Barotrauma
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if (!hideLimb)
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{
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var deformSprite = DeformSprite;
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if (deformSprite != null)
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if (deformSprite != null && !disableDeformations)
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{
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if (ActiveDeformations.Any())
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{
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@@ -999,10 +999,12 @@ namespace Barotrauma
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}
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float textureScale = wearable.InheritTextureScale ? TextureScale : wearable.Scale;
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float rotation = -body.DrawRotation - wearable.Rotation * Dir;
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wearable.Sprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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new Color((color.R * wearableColor.R) / (255.0f * 255.0f), (color.G * wearableColor.G) / (255.0f * 255.0f), (color.B * wearableColor.B) / (255.0f * 255.0f)) * ((color.A * wearableColor.A) / (255.0f * 255.0f)),
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origin, -body.DrawRotation,
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origin, rotation,
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Scale * textureScale, spriteEffect, depth);
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}
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