Unstable 0.1400.2.0 (a mimir edition)
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@@ -15,8 +15,8 @@ namespace Barotrauma.Items.Components
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partial class Turret : Powered, IDrawableComponent, IServerSerializable
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{
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private Sprite barrelSprite, railSprite;
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private List<Tuple<Sprite, Vector2>> chargeSprites = new List<Tuple<Sprite, Vector2>>();
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private List<Sprite> spinningBarrelSprites = new List<Sprite>();
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private readonly List<(Sprite sprite, Vector2 position)> chargeSprites = new List<(Sprite sprite, Vector2 position)>();
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private readonly List<Sprite> spinningBarrelSprites = new List<Sprite>();
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private Vector2 barrelPos;
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private Vector2 transformedBarrelPos;
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@@ -290,7 +290,7 @@ namespace Barotrauma.Items.Components
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railSprite = new Sprite(subElement);
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break;
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case "chargesprite":
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chargeSprites.Add(new Tuple<Sprite, Vector2>(new Sprite(subElement), subElement.GetAttributeVector2("chargetarget", Vector2.Zero)));
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chargeSprites.Add((new Sprite(subElement), subElement.GetAttributeVector2("chargetarget", Vector2.Zero)));
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break;
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case "spinningbarrelsprite":
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int spriteCount = subElement.GetAttributeInt("spriteamount", 1);
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@@ -1283,7 +1283,6 @@ namespace Barotrauma.Items.Components
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private Vector2 GetRelativeFiringPosition(bool useOffset = true)
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{
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// i don't feel great about this method, should be evaluated again
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Vector2 transformedFiringOffset = Vector2.Zero;
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if (useOffset)
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{
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