Tutorial fixes
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@@ -33,7 +33,7 @@ namespace Subsurface
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}
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}
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public void SpawnSprites(int count)
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public void SpawnSprites(int count, Vector2? position = null)
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{
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activeSprites.Clear();
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@@ -45,17 +45,25 @@ namespace Subsurface
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{
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Vector2 pos = Vector2.Zero;
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if (WayPoint.WayPointList.Count>0)
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if (position == null)
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{
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WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
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if (WayPoint.WayPointList.Count>0)
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{
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WayPoint wp = WayPoint.WayPointList[Rand.Int(WayPoint.WayPointList.Count)];
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pos = new Vector2(wp.Rect.X, wp.Rect.Y);
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pos += Rand.Vector(200.0f);
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pos = new Vector2(wp.Rect.X, wp.Rect.Y);
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pos += Rand.Vector(200.0f);
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}
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else
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{
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pos = Rand.Vector(2000.0f);
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}
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}
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else
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{
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pos = Rand.Vector(2000.0f);
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}
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pos = (Vector2)position;
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}
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var prefab = prefabs[Rand.Int(prefabs.Count)];
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@@ -831,7 +831,7 @@ namespace Subsurface
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Vector2 bodyVelocity = torso.body.LinearVelocity / 60.0f;
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item.body.ResetDynamics();
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item.body.SetTransform(MathUtils.SmoothStep(item.body.SimPosition, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
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item.SetTransform(MathUtils.SmoothStep(item.body.SimPosition, transformedHoldPos + bodyVelocity, 0.5f), itemAngle);
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for (int i = 0; i < 2; i++)
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{
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