(eba811de) Unstable 0.9.703.0
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@@ -94,8 +94,8 @@ namespace Barotrauma.Items.Components
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Submarine sub = item.Submarine;
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if (IsActive && sub == null) // currently being rewired, we need to get the sub from the connections in case the wire has been taken outside
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{
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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if (connections[0] != null && connections[0].Item.Submarine != null) { sub = connections[0].Item.Submarine; }
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if (connections[1] != null && connections[1].Item.Submarine != null) { sub = connections[1].Item.Submarine; }
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}
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if (sub != null)
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@@ -253,11 +253,15 @@ namespace Barotrauma.Items.Components
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{
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MapEntity.DisableSelect = true;
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Submarine sub = null;
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Submarine sub = draggingWire.item.Submarine;
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if (draggingWire.connections[0] != null && draggingWire.connections[0].Item.Submarine != null) sub = draggingWire.connections[0].Item.Submarine;
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if (draggingWire.connections[1] != null && draggingWire.connections[1].Item.Submarine != null) sub = draggingWire.connections[1].Item.Submarine;
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Vector2 nodeWorldPos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
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Vector2 nodeWorldPos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (sub != null)
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{
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nodeWorldPos = nodeWorldPos - sub.HiddenSubPosition - sub.Position;
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}
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if (selectedNodeIndex.HasValue)
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{
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@@ -352,7 +356,7 @@ namespace Barotrauma.Items.Components
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foreach (Wire w in wires)
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{
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Vector2 mousePos = GameMain.SubEditorScreen.Cam.ScreenToWorld(PlayerInput.MousePosition);
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if (w.item.Submarine != null) mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition);
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if (w.item.Submarine != null) { mousePos -= (w.item.Submarine.Position + w.item.Submarine.HiddenSubPosition); }
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int highlightedNode = w.GetClosestNodeIndex(mousePos, highlighted == null ? nodeSelectDist : closestDist, out float dist);
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if (highlightedNode > -1)
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