Unstable 0.1500.5.0 (almost forgor edition 💀)
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@@ -126,12 +126,12 @@ namespace Barotrauma
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item = suitableItems.FirstOrDefault(it => Vector2.DistanceSquared(it.WorldPosition, position) < 1000.0f);
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break;
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case Level.PositionType.Ruin:
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item = suitableItems.FirstOrDefault(it => it.ParentRuin != null && it.ParentRuin.Area.Contains(position));
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break;
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case Level.PositionType.Wreck:
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foreach (Item it in suitableItems)
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{
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if (it.Submarine == null || it.Submarine.Info.Type != SubmarineType.Wreck) { continue; }
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if (it.Submarine?.Info == null) { continue; }
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if (spawnPositionType == Level.PositionType.Ruin && it.Submarine.Info.Type != SubmarineType.Ruin) { continue; }
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if (spawnPositionType == Level.PositionType.Wreck && it.Submarine.Info.Type != SubmarineType.Wreck) { continue; }
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Rectangle worldBorders = it.Submarine.Borders;
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worldBorders.Location += it.Submarine.WorldPosition.ToPoint();
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if (Submarine.RectContains(worldBorders, it.WorldPosition))
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@@ -178,10 +178,10 @@ namespace Barotrauma
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{
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case Level.PositionType.Cave:
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case Level.PositionType.MainPath:
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if (it.Submarine != null || it.ParentRuin != null) { continue; }
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if (it.Submarine != null) { continue; }
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break;
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case Level.PositionType.Ruin:
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if (it.ParentRuin == null) { continue; }
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if (it.Submarine?.Info == null || !it.Submarine.Info.IsRuin) { continue; }
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break;
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case Level.PositionType.Wreck:
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if (it.Submarine == null || it.Submarine.Info.Type != SubmarineType.Wreck) { continue; }
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