(44a496915) Added: Template for using a video with the Welcome text in the tutorial if needed. Removed: Old spritesheets. Fixed: Bug in fetching crew with certain jobs
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@@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -1123,6 +1122,9 @@ namespace Barotrauma
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//prevent the hands from going above the top of the ladders
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handPos.Y = Math.Min(-0.5f, handPos.Y);
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//prevent the hands from going above the top of the ladders
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handPos.Y = Math.Min(-0.5f, handPos.Y);
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// TODO: lock only one hand when aiming?
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if (!PlayerInput.KeyDown(InputType.Aim) || Math.Abs(movement.Y) > 0.01f)
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{
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@@ -1658,7 +1660,7 @@ namespace Barotrauma
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Holdable holdable = item.GetComponent<Holdable>();
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if (!isClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
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if (!character.IsClimbing && !usingController && character.Stun <= 0.0f && aim && itemPos != Vector2.Zero)
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{
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Vector2 mousePos = ConvertUnits.ToSimUnits(character.SmoothedCursorPosition);
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@@ -1688,7 +1690,7 @@ namespace Barotrauma
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}
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Vector2 transformedHoldPos = shoulder.WorldAnchorA;
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if (itemPos == Vector2.Zero || isClimbing || usingController)
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if (itemPos == Vector2.Zero || character.IsClimbing || usingController)
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{
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if (character.SelectedItems[0] == item)
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{
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@@ -1777,6 +1779,8 @@ namespace Barotrauma
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item.SetTransform(currItemPos, itemAngle + itemAngleRelativeToHoldAngle * Dir);
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if (character.IsClimbing) return;
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if (!isClimbing)
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{
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for (int i = 0; i < 2; i++)
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