v0.10.5.1
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@@ -12,11 +12,11 @@ namespace Barotrauma.Items.Components
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{
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partial class RangedWeapon : ItemComponent
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{
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private Sprite crosshairSprite, crosshairPointerSprite;
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protected Sprite crosshairSprite, crosshairPointerSprite;
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private Vector2 crosshairPos, crosshairPointerPos;
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protected Vector2 crosshairPos, crosshairPointerPos;
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private float currentCrossHairScale, currentCrossHairPointerScale;
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protected float currentCrossHairScale, currentCrossHairPointerScale;
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private readonly List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
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@@ -86,7 +86,6 @@ namespace Barotrauma.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (crosshairSprite == null) { return; }
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if (character == null || !character.IsKeyDown(InputType.Aim)) { return; }
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//camera focused on some other item/device, don't draw the crosshair
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