(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
This commit is contained in:
@@ -1,13 +1,14 @@
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using Barotrauma.Networking;
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using Barotrauma.Particles;
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using Barotrauma.Sounds;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Input;
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using System.Linq;
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using Lidgren.Network;
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namespace Barotrauma
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{
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@@ -18,8 +19,6 @@ namespace Barotrauma
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private List<Decal> decals = new List<Decal>();
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private float serverUpdateDelay;
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private float remoteWaterVolume, remoteOxygenPercentage;
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private List<Vector3> remoteFireSources;
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private bool networkUpdatePending;
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private float networkUpdateTimer;
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@@ -140,10 +139,6 @@ namespace Barotrauma
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partial void UpdateProjSpecific(float deltaTime, Camera cam)
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{
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serverUpdateDelay -= deltaTime;
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if (serverUpdateDelay <= 0.0f)
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{
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ApplyRemoteState();
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}
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if (networkUpdatePending)
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{
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@@ -552,18 +547,18 @@ namespace Barotrauma
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public void ClientRead(ServerNetObject type, NetBuffer message, float sendingTime)
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{
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remoteWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
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remoteOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
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float newWaterVolume = message.ReadRangedSingle(0.0f, 1.5f, 8) * Volume;
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float newOxygenPercentage = message.ReadRangedSingle(0.0f, 100.0f, 8);
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bool hasFireSources = message.ReadBoolean();
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int fireSourceCount = 0;
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remoteFireSources = new List<Vector3>();
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List<Vector3> newFireSources = new List<Vector3>();
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if (hasFireSources)
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{
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fireSourceCount = message.ReadRangedInteger(0, 16);
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for (int i = 0; i < fireSourceCount; i++)
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{
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remoteFireSources.Add(new Vector3(
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newFireSources.Add(new Vector3(
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MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
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MathHelper.Clamp(message.ReadRangedSingle(0.0f, 1.0f, 8), 0.05f, 0.95f),
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message.ReadRangedSingle(0.0f, 1.0f, 8)));
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@@ -572,6 +567,41 @@ namespace Barotrauma
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if (serverUpdateDelay > 0.0f) { return; }
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WaterVolume = newWaterVolume;
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OxygenPercentage = newOxygenPercentage;
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for (int i = 0; i < fireSourceCount; i++)
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{
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Vector2 pos = new Vector2(
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rect.X + rect.Width * newFireSources[i].X,
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rect.Y - rect.Height + (rect.Height * newFireSources[i].Y));
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float size = newFireSources[i].Z * rect.Width;
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var newFire = i < FireSources.Count ?
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FireSources[i] :
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new FireSource(Submarine == null ? pos : pos + Submarine.Position, null, true);
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newFire.Position = pos;
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newFire.Size = new Vector2(size, newFire.Size.Y);
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//ignore if the fire wasn't added to this room (invalid position)?
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if (!FireSources.Contains(newFire))
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{
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newFire.Remove();
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continue;
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}
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}
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for (int i = FireSources.Count - 1; i >= fireSourceCount; i--)
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{
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FireSources[i].Remove();
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if (i < FireSources.Count)
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{
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FireSources.RemoveAt(i);
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}
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}
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if (serverUpdateDelay > 0.0f) { return; }
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ApplyRemoteState();
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}
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@@ -247,11 +247,15 @@ namespace Barotrauma.Lights
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public void Rotate(Vector2 origin, float amount)
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{
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Matrix rotationMatrix =
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Matrix.CreateTranslation(-origin.X, -origin.Y, 0.0f) *
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Matrix.CreateRotationZ(amount) *
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Matrix.CreateTranslation(origin.X, origin.Y, 0.0f);
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SetVertices(vertices.Select(v => v.Pos).ToArray(), rotationMatrix);
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Matrix rotationMatrix = Matrix.CreateRotationZ(amount);
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Vector2[] newVerts = new Vector2[vertices.Length];
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for (int i = 0; i < vertices.Length; i++)
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{
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newVerts[i] = Vector2.Transform(vertices[i].Pos - origin, rotationMatrix) + origin;
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}
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SetVertices(newVerts);
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}
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private void CalculateDimensions()
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@@ -453,10 +453,7 @@ namespace Barotrauma.Lights
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//raster pattern on top of everything
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spriteBatch.Begin(blendState: BlendState.AlphaBlend, samplerState: SamplerState.LinearWrap);
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spriteBatch.Draw(highlightRaster,
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new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height),
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new Rectangle(0, 0, (int)(HighlightMap.Width / currLightMapScale * 0.5f), (int)(HighlightMap.Height / currLightMapScale * 0.5f)),
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Color.White * 0.5f);
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spriteBatch.Draw(highlightRaster, new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), new Rectangle(0, 0, HighlightMap.Width, HighlightMap.Height), Color.White * 0.5f);
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spriteBatch.End();
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DeformableSprite.Effect.CurrentTechnique = DeformableSprite.Effect.Techniques["DeformShader"];
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@@ -364,23 +364,15 @@ namespace Barotrauma
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}
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}
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if (GUI.KeyboardDispatcher.Subscriber == null)
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{
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float moveSpeed = 1000.0f;
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Vector2 moveAmount = Vector2.Zero;
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if (PlayerInput.KeyDown(InputType.Left)) { moveAmount += Vector2.UnitX; }
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if (PlayerInput.KeyDown(InputType.Right)) { moveAmount -= Vector2.UnitX; }
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if (PlayerInput.KeyDown(InputType.Up)) { moveAmount += Vector2.UnitY; }
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if (PlayerInput.KeyDown(InputType.Down)) { moveAmount -= Vector2.UnitY; }
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drawOffset += moveAmount * moveSpeed / zoom * deltaTime;
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}
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if (GUI.MouseOn == mapContainer)
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{
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zoom += PlayerInput.ScrollWheelSpeed / 1000.0f;
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zoom = MathHelper.Clamp(zoom, 1.0f, 4.0f);
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if (PlayerInput.MidButtonHeld()) { drawOffset += PlayerInput.MouseSpeed / zoom; }
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if (PlayerInput.MidButtonHeld())
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{
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drawOffset += PlayerInput.MouseSpeed / zoom;
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}
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#if DEBUG
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if (PlayerInput.DoubleClicked() && highlightedLocation != null)
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{
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@@ -559,6 +551,11 @@ namespace Barotrauma
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null, connectionColor * MathHelper.Clamp(a, 0.1f, 0.5f), MathUtils.VectorToAngle(end - start),
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new Vector2(0, 16), SpriteEffects.None, 0.01f);
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}
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}
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rect.Inflate(8, 8);
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GUI.DrawRectangle(spriteBatch, rect, Color.Black, false, 0.0f, 8);
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GUI.DrawRectangle(spriteBatch, rect, Color.LightGray);
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if (GameMain.DebugDraw && zoom > 1.0f && generationParams.ShowLevelTypeNames)
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{
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@@ -44,7 +44,7 @@ namespace Barotrauma
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drawRect.Location -= Submarine.MainSub.Position.ToPoint();
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}
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drawRect.Y = -drawRect.Y;
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GUI.DrawRectangle(spriteBatch, drawRect, Color.White);
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GUI.DrawRectangle(spriteBatch, drawRect, Color.DarkBlue);
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}
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public void DrawListLine(SpriteBatch spriteBatch, Vector2 pos, Color color)
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{
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@@ -75,10 +75,7 @@ namespace Barotrauma
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};
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var h = new ConvexHull(verts, Color.Black, this);
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if (Math.Abs(rotation) > 0.001f)
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{
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h.Rotate(position, rotation);
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}
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h.Rotate(position, rotation);
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convexHulls.Add(h);
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}
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@@ -295,7 +292,8 @@ namespace Barotrauma
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{
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if (damageEffect != null)
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{
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float newCutoff = MathHelper.Lerp(0.0f, 0.65f, Sections[i].damage / Prefab.Health);
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float newCutoff = Sections[i].damage > 0 ?
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MathHelper.Lerp(0.2f, 0.65f, Sections[i].damage / Prefab.Health) : 0.0f;
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f || color != Submarine.DamageEffectColor)
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{
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@@ -362,7 +360,6 @@ namespace Barotrauma
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-Bodies[i].Rotation, Color.White);
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}
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}
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AiTarget?.Draw(spriteBatch);
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}
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}
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@@ -35,7 +35,7 @@ namespace Barotrauma
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public override void DrawPlacing(SpriteBatch spriteBatch, Rectangle placeRect, float scale = 1.0f)
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{
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// TODO: the scale property is not used
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sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), new Vector2(placeRect.Width, placeRect.Height), color: Color.White * 0.8f, textureScale: TextureScale * Scale);
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sprite.DrawTiled(spriteBatch, new Vector2(placeRect.X, -placeRect.Y), new Vector2(placeRect.Width, placeRect.Height), textureScale: TextureScale * Scale);
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}
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}
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}
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