implement priority item updates, seems to work correctly after heavy testing in random servers
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@@ -83,7 +83,6 @@ namespace Barotrauma
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GUI.ClearMessages();
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#endif
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}
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int step = 0;
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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@@ -260,15 +259,11 @@ namespace Barotrauma
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}
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}
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step++;
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if (step % GameMain.Lua.game.mapEntityUpdateRate == 0)
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{
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#if CLIENT
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MapEntity.UpdateAll((float)deltaTime * GameMain.Lua.game.mapEntityUpdateRate, cam);
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MapEntity.UpdateAll((float)deltaTime, cam);
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#elif SERVER
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MapEntity.UpdateAll((float)deltaTime * GameMain.Lua.game.mapEntityUpdateRate, Camera.Instance);
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MapEntity.UpdateAll((float)deltaTime, Camera.Instance);
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#endif
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}
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#if CLIENT
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sw.Stop();
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