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* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
149 lines
7.0 KiB
C#
149 lines
7.0 KiB
C#
using Content.Shared.Singularity.Components;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using System.Numerics;
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namespace Content.Client.Singularity
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{
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public sealed class SingularityOverlay : Overlay, IEntityEventSubscriber
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{
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private static readonly ProtoId<ShaderPrototype> Shader = "Singularity";
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private SharedTransformSystem? _xformSystem = null;
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/// <summary>
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/// Maximum number of distortions that can be shown on screen at a time.
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/// If this value is changed, the shader itself also needs to be updated.
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/// </summary>
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public const int MaxCount = 5;
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private const float MaxDistance = 20f;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _shader;
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public SingularityOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index(Shader).Instance().Duplicate();
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_shader.SetParameter("maxDistance", MaxDistance * EyeManager.PixelsPerMeter);
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_entMan.EventBus.SubscribeEvent<PixelToMapEvent>(EventSource.Local, this, OnProjectFromScreenToMap);
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ZIndex = 101; // Should be drawn after the placement overlay so admins placing items near the singularity can tell where they're going.
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}
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private readonly Vector2[] _positions = new Vector2[MaxCount];
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private readonly float[] _intensities = new float[MaxCount];
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private readonly float[] _falloffPowers = new float[MaxCount];
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private int _count = 0;
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protected override bool BeforeDraw(in OverlayDrawArgs args)
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{
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if (args.Viewport.Eye == null)
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return false;
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if (_xformSystem is null && !_entMan.TrySystem(out _xformSystem))
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return false;
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_count = 0;
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var query = _entMan.EntityQueryEnumerator<SingularityDistortionComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var distortion, out var xform))
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{
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if (xform.MapID != args.MapId)
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continue;
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var mapPos = _xformSystem.GetWorldPosition(uid);
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// is the distortion in range?
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if ((mapPos - args.WorldAABB.ClosestPoint(mapPos)).LengthSquared() > MaxDistance * MaxDistance)
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continue;
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// To be clear, this needs to use "inside-viewport" pixels.
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// In other words, specifically NOT IViewportControl.WorldToScreen (which uses outer coordinates).
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var tempCoords = args.Viewport.WorldToLocal(mapPos);
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tempCoords.Y = args.Viewport.Size.Y - tempCoords.Y; // Local space to fragment space.
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_positions[_count] = tempCoords;
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_intensities[_count] = distortion.Intensity;
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_falloffPowers[_count] = distortion.FalloffPower;
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_count++;
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if (_count == MaxCount)
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break;
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}
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return (_count > 0);
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (ScreenTexture == null || args.Viewport.Eye == null)
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return;
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale * args.Viewport.Eye.Scale);
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_shader?.SetParameter("count", _count);
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_shader?.SetParameter("position", _positions);
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_shader?.SetParameter("intensity", _intensities);
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_shader?.SetParameter("falloffPower", _falloffPowers);
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_shader?.SetParameter("SCREEN_TEXTURE", ScreenTexture);
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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worldHandle.DrawRect(args.WorldAABB, Color.White);
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worldHandle.UseShader(null);
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}
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/// <summary>
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/// Repeats the transformation applied by the shader in <see cref="Resources/Textures/Shaders/singularity.swsl"/>
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/// </summary>
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private void OnProjectFromScreenToMap(ref PixelToMapEvent args)
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{ // Mostly copypasta from the singularity shader.
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if (args.Viewport.Eye == null)
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return;
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var maxDistance = MaxDistance * EyeManager.PixelsPerMeter;
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var finalCoords = args.VisiblePosition;
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for (var i = 0; i < MaxCount && i < _count; i++)
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{
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// An explanation of pain:
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// The shader used by the singularity to create the neat distortion effect occurs in _fragment space_
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// All of these calculations are done in _local space_.
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// The only difference between the two is that in fragment space 'Y' is measured in pixels from the bottom of the viewport...
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// and in local space 'Y' is measured in pixels from the top of the viewport.
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// As a minor optimization the locations of the singularities are transformed into fragment space in BeforeDraw so the shader doesn't need to.
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// We need to undo that here or this will transform the cursor position as if the singularities were mirrored vertically relative to the center of the viewport.
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var localPosition = _positions[i];
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localPosition.Y = args.Viewport.Size.Y - localPosition.Y;
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var delta = args.VisiblePosition - localPosition;
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var distance = (delta / (args.Viewport.RenderScale * args.Viewport.Eye.Scale)).Length();
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var deformation = _intensities[i] / MathF.Pow(distance, _falloffPowers[i]);
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// ensure deformation goes to zero at max distance
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// avoids long-range single-pixel shifts that are noticeable when leaving PVS.
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if (distance >= maxDistance)
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deformation = 0.0f;
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else
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deformation *= 1.0f - MathF.Pow(distance / maxDistance, 4.0f);
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if (deformation > 0.8)
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deformation = MathF.Pow(deformation, 0.3f);
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finalCoords -= delta * deformation;
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}
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finalCoords.X -= MathF.Floor(finalCoords.X / (args.Viewport.Size.X * 2)) * args.Viewport.Size.X * 2; // Manually handle the wrapping reflection behaviour used by the viewport texture.
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finalCoords.Y -= MathF.Floor(finalCoords.Y / (args.Viewport.Size.Y * 2)) * args.Viewport.Size.Y * 2;
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finalCoords.X = (finalCoords.X >= args.Viewport.Size.X) ? ((args.Viewport.Size.X * 2) - finalCoords.X) : finalCoords.X;
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finalCoords.Y = (finalCoords.Y >= args.Viewport.Size.Y) ? ((args.Viewport.Size.Y * 2) - finalCoords.Y) : finalCoords.Y;
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args.VisiblePosition = finalCoords;
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}
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}
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}
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