implement priority item updates, seems to work correctly after heavy testing in random servers
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@@ -535,41 +535,59 @@ namespace Barotrauma
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linkedTo.Clear();
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}
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}
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static int tick = 0;
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/// <summary>
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/// Call Update() on every object in Entity.list
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/// </summary>
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public static void UpdateAll(float deltaTime, Camera cam)
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{
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foreach (Hull hull in Hull.hullList)
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tick++;
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if (tick % GameMain.Lua.game.mapEntityUpdateRate == 0)
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{
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hull.Update(deltaTime, cam);
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foreach (Hull hull in Hull.hullList)
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{
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hull.Update(deltaTime * GameMain.Lua.game.mapEntityUpdateRate, cam);
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}
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foreach (Structure structure in Structure.WallList)
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{
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structure.Update(deltaTime * GameMain.Lua.game.mapEntityUpdateRate, cam);
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}
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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gap.Update(deltaTime * GameMain.Lua.game.mapEntityUpdateRate, cam);
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}
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Powered.UpdatePower(deltaTime * GameMain.Lua.game.mapEntityUpdateRate);
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foreach (Item item in Item.ItemList)
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{
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if (GameMain.Lua.game.updatePriorityItems.Contains(item)) continue;
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item.Update(deltaTime * GameMain.Lua.game.mapEntityUpdateRate, cam);
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}
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}
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foreach (Structure structure in Structure.WallList)
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foreach (var item in GameMain.Lua.game.updatePriorityItems)
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{
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structure.Update(deltaTime, cam);
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}
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if (item.Removed) continue;
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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gap.Update(deltaTime, cam);
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}
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Powered.UpdatePower(deltaTime);
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foreach (Item item in Item.ItemList)
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{
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item.Update(deltaTime, cam);
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}
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UpdateAllProjSpecific(deltaTime);
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if (tick % GameMain.Lua.game.mapEntityUpdateRate == 0)
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{
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UpdateAllProjSpecific(deltaTime * GameMain.Lua.game.mapEntityUpdateRate);
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Spawner?.Update();
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Spawner?.Update();
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}
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}
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static partial void UpdateAllProjSpecific(float deltaTime);
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