Fixed docking ports leaking if multiple vessels have docked to the main sub, cargo is always spawned in the main sub
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@@ -54,7 +54,7 @@ namespace Barotrauma
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return;
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}
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WayPoint cargoSpawnPos = WayPoint.GetRandom(SpawnType.Cargo);
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WayPoint cargoSpawnPos = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub);
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if (cargoSpawnPos==null)
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{
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DebugConsole.ThrowError("Couldn't spawn items for cargo mission, cargo spawnpoint not found");
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@@ -19,7 +19,7 @@ namespace Barotrauma
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public void CreateItems()
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{
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WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo);
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WayPoint wp = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub);
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if (wp==null)
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{
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@@ -377,6 +377,7 @@ namespace Barotrauma.Items.Components
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hullIds[0] = hulls[0].ID;
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hullIds[1] = hulls[1].ID;
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gap.DisableHullRechecks = true;
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gapId = gap.ID;
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item.linkedTo.Add(gap);
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@@ -30,6 +30,9 @@ namespace Barotrauma
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private float higherSurface;
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private float lowerSurface;
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//if set to true, hull connections of this gap won't be updated when changes are being done to hulls
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public bool DisableHullRechecks;
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public float Open
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{
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get { return open; }
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@@ -119,6 +122,7 @@ namespace Barotrauma
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{
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foreach (Gap g in GapList)
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{
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if (g.DisableHullRechecks) continue;
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g.FindHulls();
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}
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}
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@@ -631,12 +631,13 @@ namespace Barotrauma
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if (!wayPoint2.linkedTo.Contains(this)) wayPoint2.linkedTo.Add(this);
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}
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public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, Job assignedJob = null)
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public static WayPoint GetRandom(SpawnType spawnType = SpawnType.Human, Job assignedJob = null, Submarine sub = null)
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{
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List<WayPoint> wayPoints = new List<WayPoint>();
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foreach (WayPoint wp in WayPointList)
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{
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if (sub != null && wp.Submarine != sub) continue;
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if (wp.spawnType != spawnType) continue;
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if (assignedJob != null && wp.assignedJob != assignedJob.Prefab) continue;
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