More efficient culling, workaround for null exception in CombatMission.GetTeamName
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@@ -114,6 +114,7 @@ namespace Barotrauma
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closestSub.ApplyForce(targetMovement * closestSub.SubBody.Body.Mass * 100.0f);
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}
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#endif
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if (GameMain.GameSession != null) GameMain.GameSession.Update((float)deltaTime);
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if (Level.Loaded != null) Level.Loaded.Update((float)deltaTime);
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@@ -164,18 +165,17 @@ namespace Barotrauma
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GameMain.World.Step((float)deltaTime);
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if (!PlayerInput.LeftButtonHeld())
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{
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Inventory.draggingSlot = null;
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Inventory.draggingItem = null;
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}
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}
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public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
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{
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cam.UpdateTransform(true);
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Submarine.CullEntities(cam);
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DrawMap(graphics, spriteBatch);
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@@ -258,7 +258,7 @@ namespace Barotrauma
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure, visibleSubs);
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Submarine.DrawBack(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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@@ -274,7 +274,7 @@ namespace Barotrauma
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null, null, null, null,
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cam.Transform);
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure), visibleSubs);
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Submarine.DrawBack(spriteBatch, false, s => !(s is Structure));
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foreach (Character c in Character.CharacterList) c.Draw(spriteBatch);
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@@ -355,8 +355,8 @@ namespace Barotrauma
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null, null, null,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, null, false, visibleSubs);
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Submarine.DrawFront(spriteBatch, false, s => s is Structure, visibleSubs);
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Submarine.DrawDamageable(spriteBatch, null, false);
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Submarine.DrawFront(spriteBatch, false, s => s is Structure);
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spriteBatch.End();
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@@ -389,7 +389,7 @@ namespace Barotrauma
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null, null, null,
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cam.Transform);
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Submarine.DrawFront(spriteBatch, false, null, visibleSubs);
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Submarine.DrawFront(spriteBatch, false, null);
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spriteBatch.End();
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@@ -399,7 +399,7 @@ namespace Barotrauma
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damageEffect,
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cam.Transform);
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Submarine.DrawDamageable(spriteBatch, damageEffect, false, visibleSubs);
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Submarine.DrawDamageable(spriteBatch, damageEffect, false);
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spriteBatch.End();
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