Removed GapUpdateInterval (no longer required)
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@@ -155,8 +155,8 @@ namespace Barotrauma
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public int GapUpdateInterval
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public int GapUpdateInterval
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{
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{
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get { return MapEntity.GapUpdateInterval; }
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get { return 1; }
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set { MapEntity.GapUpdateInterval = value; }
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set { }
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}
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}
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public int PoweredUpdateInterval
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public int PoweredUpdateInterval
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@@ -533,7 +533,6 @@ namespace Barotrauma
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public void Stop()
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public void Stop()
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{
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{
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MapEntityUpdateInterval = 1;
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MapEntityUpdateInterval = 1;
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GapUpdateInterval = 4;
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CharacterUpdateInterval = 1;
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CharacterUpdateInterval = 1;
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foreach (var cmd in luaAddedCommand)
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foreach (var cmd in luaAddedCommand)
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@@ -20,7 +20,6 @@ namespace Barotrauma
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public List<ushort> unresolvedLinkedToID;
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public List<ushort> unresolvedLinkedToID;
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public static int MapEntityUpdateInterval = 1;
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public static int MapEntityUpdateInterval = 1;
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public static int GapUpdateInterval = 1;
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public static int PoweredUpdateInterval = 1;
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public static int PoweredUpdateInterval = 1;
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private static int mapEntityUpdateTick;
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private static int mapEntityUpdateTick;
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@@ -638,12 +637,9 @@ namespace Barotrauma
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//the water/air will always tend to flow through the first gap in the list,
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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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//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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//one gap in a room even if there are several
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if (mapEntityUpdateTick % GapUpdateInterval == 0)
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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{
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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gap.Update(deltaTime, cam);
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{
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gap.Update(deltaTime * GapUpdateInterval, cam);
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}
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}
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}
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if (mapEntityUpdateTick % PoweredUpdateInterval == 0)
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if (mapEntityUpdateTick % PoweredUpdateInterval == 0)
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@@ -906,4 +902,4 @@ namespace Barotrauma
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}
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}
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}
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}
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}
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}
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}
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}
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