Renaming fields for consistency
This commit is contained in:
@@ -105,7 +105,7 @@ namespace Barotrauma
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List<Vector2> points = new List<Vector2>();
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var wallPrefabs =
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MapEntityPrefab.list.FindAll(mp => (mp is StructurePrefab) && ((StructurePrefab)mp).HasBody);
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MapEntityPrefab.List.FindAll(mp => (mp is StructurePrefab) && ((StructurePrefab)mp).HasBody);
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foreach (XElement element in rootElement.Elements())
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{
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@@ -14,11 +14,15 @@ namespace Barotrauma
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partial class MapEntityPrefab
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{
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public static List<MapEntityPrefab> list = new List<MapEntityPrefab>();
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public readonly static List<MapEntityPrefab> List = new List<MapEntityPrefab>();
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protected string name;
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public List<string> tags;
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public List<string> Tags
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{
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get;
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protected set;
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}
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protected bool isLinkable;
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@@ -30,8 +34,8 @@ namespace Barotrauma
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protected ConstructorInfo constructor;
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//is it possible to stretch the entity horizontally/vertically
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public bool resizeHorizontal { get; protected set; }
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public bool resizeVertical { get; protected set; }
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public bool ResizeHorizontal { get; protected set; }
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public bool ResizeVertical { get; protected set; }
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//which prefab has been selected for placing
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protected static MapEntityPrefab selected;
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@@ -60,17 +64,7 @@ namespace Barotrauma
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{
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get { return isLinkable; }
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}
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public bool ResizeHorizontal
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{
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get { return resizeHorizontal; }
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}
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public bool ResizeVertical
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{
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get { return resizeVertical; }
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}
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public MapEntityCategory Category
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{
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get;
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@@ -102,27 +96,27 @@ namespace Barotrauma
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ep.name = "Hull";
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ep.Description = "Hulls determine which parts are considered to be \"inside the sub\". Generally every room should be enclosed by a hull.";
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ep.constructor = typeof(Hull).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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ep.resizeHorizontal = true;
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ep.resizeVertical = true;
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list.Add(ep);
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ep.ResizeHorizontal = true;
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ep.ResizeVertical = true;
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List.Add(ep);
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ep = new MapEntityPrefab();
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ep.name = "Gap";
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ep.Description = "Gaps allow water and air to flow between two hulls. ";
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ep.constructor = typeof(Gap).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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ep.resizeHorizontal = true;
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ep.resizeVertical = true;
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list.Add(ep);
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ep.ResizeHorizontal = true;
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ep.ResizeVertical = true;
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List.Add(ep);
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ep = new MapEntityPrefab();
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ep.name = "Waypoint";
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ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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list.Add(ep);
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List.Add(ep);
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ep = new MapEntityPrefab();
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ep.name = "Spawnpoint";
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ep.constructor = typeof(WayPoint).GetConstructor(new Type[] { typeof(MapEntityPrefab), typeof(Rectangle) });
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list.Add(ep);
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List.Add(ep);
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}
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public MapEntityPrefab()
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@@ -144,8 +138,8 @@ namespace Barotrauma
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{
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Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
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if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
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if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
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if (ResizeHorizontal) placeSize.X = position.X - placePosition.X;
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if (ResizeVertical) placeSize.Y = placePosition.Y - position.Y;
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Rectangle newRect = Submarine.AbsRect(placePosition, placeSize);
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newRect.Width = (int)Math.Max(newRect.Width, Submarine.GridSize.X);
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@@ -196,7 +190,7 @@ namespace Barotrauma
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{
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if (caseSensitive)
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{
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foreach (MapEntityPrefab prefab in list)
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foreach (MapEntityPrefab prefab in List)
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{
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if (prefab.name == name || (prefab.Aliases != null && prefab.Aliases.Contains(name))) return prefab;
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}
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@@ -204,7 +198,7 @@ namespace Barotrauma
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else
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{
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name = name.ToLowerInvariant();
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foreach (MapEntityPrefab prefab in list)
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foreach (MapEntityPrefab prefab in List)
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{
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if (prefab.name.ToLowerInvariant() == name || (prefab.Aliases != null && prefab.Aliases.Any(a => a.ToLowerInvariant() == name))) return prefab;
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}
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@@ -42,7 +42,7 @@ namespace Barotrauma
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partial class Structure : MapEntity, IDamageable, IServerSerializable, ISerializableEntity
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{
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public static int wallSectionSize = 96;
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public const int WallSectionSize = 96;
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public static List<Structure> WallList = new List<Structure>();
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private StructurePrefab prefab;
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@@ -54,24 +54,14 @@ namespace Barotrauma
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private SpriteEffects SpriteEffects = SpriteEffects.None;
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private bool flippedX;
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//sections of the wall that are supposed to be rendered
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public WallSection[] sections
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{
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get;
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private set;
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}
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public bool resizeHorizontal
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{
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get { return prefab.resizeHorizontal; }
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}
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public bool resizeVertical
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{
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get { return prefab.resizeVertical; }
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}
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private bool flippedX;
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}
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public override Sprite Sprite
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{
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@@ -145,7 +135,7 @@ namespace Barotrauma
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public List<string> Tags
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{
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get { return prefab.tags; }
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get { return prefab.Tags; }
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}
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protected Color spriteColor;
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@@ -334,15 +324,15 @@ namespace Barotrauma
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{
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if (isHorizontal)
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{
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xsections = (int)Math.Ceiling((float)rect.Width / wallSectionSize);
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xsections = (int)Math.Ceiling((float)rect.Width / WallSectionSize);
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sections = new WallSection[xsections];
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width = (int)wallSectionSize;
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width = (int)WallSectionSize;
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}
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else
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{
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ysections = (int)Math.Ceiling((float)rect.Height / wallSectionSize);
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ysections = (int)Math.Ceiling((float)rect.Height / WallSectionSize);
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sections = new WallSection[ysections];
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height = (int)wallSectionSize;
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height = (int)WallSectionSize;
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}
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}
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@@ -599,14 +589,14 @@ namespace Barotrauma
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//if the sub has been flipped horizontally, the first section may be smaller than wallSectionSize
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//and we need to adjust the position accordingly
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if (sections[0].rect.Width < wallSectionSize)
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if (sections[0].rect.Width < WallSectionSize)
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{
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displayPos.X += wallSectionSize - sections[0].rect.Width;
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displayPos.X += WallSectionSize - sections[0].rect.Width;
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}
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int index = (isHorizontal) ?
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(int)Math.Floor((displayPos.X - rect.X) / wallSectionSize) :
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(int)Math.Floor((rect.Y - displayPos.Y) / wallSectionSize);
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(int)Math.Floor((displayPos.X - rect.X) / WallSectionSize) :
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(int)Math.Floor((rect.Y - displayPos.Y) / WallSectionSize);
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if (index < 0 || index > sections.Length - 1) return -1;
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return index;
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@@ -74,7 +74,7 @@ namespace Barotrauma
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{
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StructurePrefab sp = Load(el);
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list.Add(sp);
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List.Add(sp);
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}
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}
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}
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@@ -84,8 +84,8 @@ namespace Barotrauma
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StructurePrefab sp = new StructurePrefab();
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sp.name = element.Name.ToString();
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sp.tags = new List<string>();
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sp.tags.AddRange(element.GetAttributeString("tags", "").Split(','));
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sp.Tags = new List<string>();
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sp.Tags.AddRange(element.GetAttributeString("tags", "").Split(','));
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foreach (XElement subElement in element.Elements())
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{
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@@ -140,8 +140,8 @@ namespace Barotrauma
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sp.maxHealth = element.GetAttributeFloat("health", 100.0f);
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sp.resizeHorizontal = element.GetAttributeBool("resizehorizontal", false);
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sp.resizeVertical = element.GetAttributeBool("resizevertical", false);
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sp.ResizeHorizontal = element.GetAttributeBool("resizehorizontal", false);
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sp.ResizeVertical = element.GetAttributeBool("resizevertical", false);
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sp.isPlatform = element.GetAttributeBool("platform", false);
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sp.stairDirection = (Direction)Enum.Parse(typeof(Direction), element.GetAttributeString("stairdirection", "None"), true);
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@@ -169,15 +169,15 @@ namespace Barotrauma
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else
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{
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Vector2 placeSize = size;
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if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
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if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
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if (ResizeHorizontal) placeSize.X = position.X - placePosition.X;
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if (ResizeVertical) placeSize.Y = placePosition.Y - position.Y;
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newRect = Submarine.AbsRect(placePosition, placeSize);
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if (PlayerInput.LeftButtonReleased())
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{
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//don't allow resizing width/height to zero
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if ((!resizeHorizontal || placeSize.X != 0.0f) && (!resizeVertical || placeSize.Y != 0.0f))
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if ((!ResizeHorizontal || placeSize.X != 0.0f) && (!ResizeVertical || placeSize.Y != 0.0f))
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{
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newRect.Location -= MathUtils.ToPoint(Submarine.MainSub.Position);
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