v1.0.13.1 (first post-1.0 patch)
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@@ -19,6 +19,17 @@ namespace Barotrauma
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private IEnumerable<CoroutineStatus> FadeOutColors(float time)
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{
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Dictionary<MapEntity, Color> originalColors = new Dictionary<MapEntity, Color>();
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foreach (var item in thalamusItems)
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{
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originalColors.Add(item, item.SpriteColor);
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}
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foreach (var structure in thalamusStructures)
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{
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originalColors.Add(structure, structure.SpriteColor);
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}
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float timer = 0;
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while (timer < time)
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{
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@@ -26,15 +37,16 @@ namespace Barotrauma
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float m = MathHelper.Lerp(1, Config.DeadEntityColorMultiplier, MathUtils.InverseLerp(0, time, timer));
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foreach (var item in thalamusItems)
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{
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if (item.Color.A == 0) { continue; }
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if (item.Prefab.BrokenSprites.None())
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{
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Color c = item.Prefab.SpriteColor;
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Color c = originalColors[item];
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item.SpriteColor = new Color(c.R / 255f * m, c.G / 255f * m, c.B / 255f * m, c.A / 255f);
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}
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}
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foreach (var structure in thalamusStructures)
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{
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Color c = structure.Prefab.SpriteColor;
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Color c = originalColors[structure];
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structure.SpriteColor = new Color(c.R / 255f * m, c.G / 255f * m, c.B / 255f * m, c.A / 255f);
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}
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yield return CoroutineStatus.Running;
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