Improved submarine movement (buoyancy & drag), engine and "navigation terminal", new map, optimized levels (less vertices and physics bodies)
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@@ -141,16 +141,34 @@ namespace Subsurface.Items.Components
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}
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else if (autoTemp)
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{
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float load = 0.0f;
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foreach (MapEntity e in item.linkedTo)
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{
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Item it = e as Item;
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if (it == null) continue;
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PowerTransfer pt = it.GetComponent<PowerTransfer>();
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if (pt != null) load += pt.PowerLoad;
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float load = 0.0f;
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List<Connection> connections = item.Connections;
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if (connections!=null && connections.Count>0)
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{
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foreach (Connection connection in connections)
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{
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foreach (Connection recipient in connection.Recipients)
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{
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Item it = recipient.Item as Item;
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if (it == null) continue;
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PowerTransfer pt = it.GetComponent<PowerTransfer>();
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if (pt != null) load += pt.PowerLoad;
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}
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}
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}
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//foreach (MapEntity e in item.linkedTo)
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//{
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// Item it = e as Item;
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// if (it == null) continue;
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// PowerTransfer pt = it.GetComponent<PowerTransfer>();
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// if (pt != null) load += pt.PowerLoad;
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//}
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fissionRate = Math.Min(load / 200.0f, shutDownTemp);
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//float target = Math.Min(targetTemp, load);
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CoolingRate = coolingRate + (temperature - Math.Min(load, shutDownTemp) + deltaTemp)*0.1f;
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@@ -319,8 +337,6 @@ namespace Subsurface.Items.Components
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 450, y + 180, 40, 40), "-", true)) shutDownTemp -= 100.0f;
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item.NewComponentEvent(this, true);
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}
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static void UpdateGraph<T>(IList<T> graph, T newValue)
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