Renaming fields for consistency
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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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