Dockingport power wire is connected to a free wire slot instead of the last slot, submarines above the top of the level (i.e. respawn shuttle) aren't shown on sonar, underwater scooter for each respawned player
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@@ -252,9 +252,10 @@ namespace Barotrauma.Items.Components
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wire.RemoveConnection(item);
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wire.RemoveConnection(dockingTarget.item);
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powerConnection.AddLink(4, wire);
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powerConnection.TryAddLink(wire);
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wire.Connect(powerConnection, false);
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recipient.AddLink(4, wire);
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recipient.TryAddLink(wire);
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wire.Connect(recipient, false);
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}
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@@ -282,7 +282,8 @@ namespace Barotrauma.Items.Components
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foreach (Submarine sub in Submarine.Loaded)
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{
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if (item.Submarine == sub || sub.DockedTo.Contains(item.Submarine)) continue;
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if (sub.WorldPosition.Y > Level.Loaded.Size.Y) continue;
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DrawMarker(spriteBatch, sub.Name, sub.WorldPosition - item.WorldPosition, displayScale, center, (rect.Width * 0.45f));
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}
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@@ -140,10 +140,21 @@ namespace Barotrauma.Items.Components
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return -1;
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}
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public void TryAddLink(Wire wire)
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{
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for (int i = 0; i < MaxLinked; i++)
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{
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if (Wires[i] == null)
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{
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Wires[i] = wire;
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UpdateRecipients();
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return;
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}
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}
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}
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public void AddLink(int index, Wire wire)
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{
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//linked[index] = connectedItem;
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//recipient[index] = otherConnection;
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Wires[index] = wire;
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UpdateRecipients();
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}
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@@ -459,6 +470,7 @@ namespace Barotrauma.Items.Components
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{
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if (wireId == null) return;
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for (int i = 0; i < MaxLinked; i++)
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{
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if (wireId[i] == 0) continue;
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