Fanta's transparent draw fix?
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@ -448,6 +448,10 @@
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MyBase.Update()
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End Sub
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Protected Overrides Function CalculateCameraDistance(CPosition As Vector3) as Single
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Return MyBase.CalculateCameraDistance(CPosition) + 0.2f
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End Function
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Public Overrides Sub UpdateEntity()
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If Me.Rotation.Y <> Screen.Camera.Yaw Then
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Me.Rotation.Y = Screen.Camera.Yaw
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@ -457,7 +461,10 @@
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End Sub
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Public Overrides Sub Render()
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Me.Draw(Me.Model, Textures, True)
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Dim state = GraphicsDevice.DepthStencilState
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead
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Draw(Me.Model, Me.Textures, True)
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GraphicsDevice.DepthStencilState = state
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End Sub
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#Region "Movement and Camera"
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@ -200,6 +200,10 @@
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End If
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End Sub
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Protected Overrides Function CalculateCameraDistance(CPosition As Vector3) as Single
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Return MyBase.CalculateCameraDistance(CPosition) + 0.2f
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End Function
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Public Overrides Sub UpdateEntity()
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If Me.Rotation.Y <> Screen.Camera.Yaw Then
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Me.Rotation.Y = Screen.Camera.Yaw
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@ -240,7 +244,10 @@
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Me.Draw(Me.Model, Textures, False)
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If Core.GameOptions.ShowGUI = True Then
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If Me.NameTexture IsNot Nothing Then
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Me.Draw(BaseModel.BillModel, {Me.NameTexture}, False)
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Dim state = GraphicsDevice.DepthStencilState
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead
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Draw(BaseModel.BillModel, {Me.NameTexture}, False)
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GraphicsDevice.DepthStencilState = state
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End If
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If Me.BusyType <> "0" Then
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RenderBubble()
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@ -31,6 +31,10 @@
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Me.DropUpdateUnlessDrawn = False
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End Sub
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Protected Overrides Function CalculateCameraDistance(CPosition As Vector3) as Single
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Return MyBase.CalculateCameraDistance(CPosition) + 0.2f
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End Function
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Public Overrides Sub UpdateEntity()
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If Me.Rotation.Y <> Screen.Camera.Yaw Then
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Me.Rotation.Y = Screen.Camera.Yaw
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@ -66,7 +70,10 @@
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If IsCorrectScreen() = True Then
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If Me.PokemonTexture <> "" Then
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If Not Me.Textures Is Nothing Then
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Me.Draw(Me.Model, {Me.Textures(0)}, False)
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Dim state = GraphicsDevice.DepthStencilState
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead
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Draw(Me.Model, {Me.Textures(0)}, False)
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GraphicsDevice.DepthStencilState = state
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End If
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End If
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End If
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@ -97,6 +97,10 @@ Public Class OverworldPokemon
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End If
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End Sub
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Protected Overrides Function CalculateCameraDistance(CPosition As Vector3) as Single
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Return MyBase.CalculateCameraDistance(CPosition) + 0.2f
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End Function
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Public Overrides Sub UpdateEntity()
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If Me.Rotation.Y <> Screen.Camera.Yaw Then
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Me.Rotation.Y = Screen.Camera.Yaw
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@ -109,7 +113,10 @@ Public Class OverworldPokemon
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Public Overrides Sub Render()
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If Me.IsVisible() = True Then
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Me.Draw(Me.Model, {Me.Textures(0)}, False)
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Dim state = GraphicsDevice.DepthStencilState
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GraphicsDevice.DepthStencilState = DepthStencilState.None
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Draw(Me.Model, {Me.Textures(0)}, False)
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GraphicsDevice.DepthStencilState = state
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End If
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End Sub
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@ -71,12 +71,16 @@
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End If
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End Sub
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Protected Overrides Function CalculateCameraDistance(CPosition As Vector3) as Single
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Return MyBase.CalculateCameraDistance(CPosition) + 0.2f
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End Function
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Public Overrides Sub UpdateEntity()
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If Not Core.CurrentScreen Is Nothing Then
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If Core.CurrentScreen.Identification = Screen.Identifications.OverworldScreen Then
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If Screen.Camera.Name = "Overworld" Then
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Dim c As OverworldCamera = CType(Screen.Camera, OverworldCamera)
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Me.Position = New Vector3(c.Position.X + 0.01F, c.Position.Y - 0.1F, c.Position.Z + 0.01F)
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Me.Position = New Vector3(c.Position.X, c.Position.Y - 0.1F, c.Position.Z)
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End If
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End If
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If Me.Rotation.Y <> Screen.Camera.Yaw Then
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@ -176,7 +180,10 @@
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Public Overrides Sub Render()
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If InCameraFocus() = True Then
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Dim state = GraphicsDevice.DepthStencilState
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GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead
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Draw(Me.Model, Me.Textures, True)
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GraphicsDevice.DepthStencilState = state
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End If
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End Sub
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@ -88,7 +88,7 @@
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End Sub
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Protected Overrides Function CalculateCameraDistance(CPosition As Vector3) as Single
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Return MyBase.CalculateCameraDistance(CPosition) - 1000000
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Return MyBase.CalculateCameraDistance(CPosition) - 1000000f
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End Function
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Public Overrides Sub UpdateEntity()
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