More background sprites (+ some sprites swing slightly, sprites are less likely to be placed in unreachable places)
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@@ -319,9 +319,17 @@ namespace Barotrauma
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pathCells.AddRange(CreateBottomHoles(generationParams.BottomHoleProbability, new Rectangle(
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(int)(borders.Width * 0.2f), 0,
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(int)(borders.Width * 0.6f), (int)(borders.Height * 0.8f))));
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foreach (VoronoiCell cell in cells)
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{
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if (cell.Center.Y < borders.Height / 2) continue;
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cell.edges.ForEach(e => e.OutsideLevel = true);
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}
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foreach (VoronoiCell cell in pathCells)
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{
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cell.edges.ForEach(e => e.OutsideLevel = false);
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cell.CellType = CellType.Path;
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cells.Remove(cell);
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}
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@@ -653,7 +661,10 @@ namespace Barotrauma
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foreach (GraphEdge edge in cell.edges)
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{
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VoronoiCell adjacent = edge.AdjacentCell(cell);
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if (adjacent!=null && !newCells.Contains(adjacent)) newCells.Add(adjacent);
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if (adjacent != null && !newCells.Contains(adjacent))
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{
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newCells.Add(adjacent);
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}
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}
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}
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@@ -68,7 +68,9 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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dustOffset -= Vector2.UnitY * 10.0f * (float)deltaTime;
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dustOffset -= Vector2.UnitY * 10.0f * deltaTime;
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backgroundSpriteManager.Update(deltaTime);
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}
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public void SetWallVertices(VertexPositionTexture[] vertices)
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@@ -196,7 +198,6 @@ namespace Barotrauma
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public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
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{
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if (wallVertices == null) return;
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basicEffect.World = cam.ShaderTransform
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@@ -201,6 +201,8 @@ namespace Voronoi2
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public bool isSolid;
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public bool OutsideLevel;
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public Vector2 Center
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{
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get { return (point1 + point2) / 2.0f; }
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