(e42047dc1) Tester's build, January 30th 2020
This commit is contained in:
@@ -300,7 +300,7 @@ namespace Barotrauma.Items.Components
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#if CLIENT
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else if (hasRequiredItems && character != null && character == Character.Controlled)
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{
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GUI.AddMessage(accessDeniedTxt, Color.Red);
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GUI.AddMessage(accessDeniedTxt, GUI.Style.Red);
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}
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#endif
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@@ -139,7 +139,7 @@ namespace Barotrauma.Items.Components
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this,
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item.WorldPosition,
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pickTimer / requiredTime,
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Color.Red, Color.Green);
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GUI.Style.Red, GUI.Style.Green);
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#endif
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picker.AnimController.UpdateUseItem(true, item.WorldPosition + new Vector2(0.0f, 100.0f) * ((pickTimer / 10.0f) % 0.1f));
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@@ -462,7 +462,7 @@ namespace Barotrauma.Items.Components
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this,
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targetItem.WorldPosition,
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levelResource.DeattachTimer / levelResource.DeattachDuration,
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Color.Red, Color.Green);
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GUI.Style.Red, GUI.Style.Green);
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#endif
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}
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FixItemProjSpecific(user, deltaTime, targetItem);
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@@ -504,11 +504,12 @@ namespace Barotrauma.Items.Components
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loopingSoundChannel = null;
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}
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foreach (SoundChannel channel in playingOneshotSoundChannels)
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//no need to Dispose these - SoundManager will do it when it when it needs a free channel and the sound has stopped playing
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//disposing immediately on Remove will for example prevent explosives from playing a sound if the explosion removes the item
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/*foreach (SoundChannel channel in playingOneshotSoundChannels)
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{
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channel.Dispose();
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loopingSoundChannel = null;
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}
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}*/
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if (GuiFrame != null) { GUI.RemoveFromUpdateList(GuiFrame, true); }
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#endif
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@@ -85,7 +85,7 @@ namespace Barotrauma.Items.Components
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currPowerConsumption = Math.Abs(targetForce) / 100.0f * powerConsumption;
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//pumps consume more power when in a bad condition
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currPowerConsumption *= MathHelper.Lerp(2.0f, 1.0f, item.Condition / item.MaxCondition);
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currPowerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
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if (powerConsumption == 0.0f) { Voltage = 1.0f; }
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@@ -95,7 +95,8 @@ namespace Barotrauma.Items.Components
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Force = MathHelper.Lerp(force, (Voltage < MinVoltage) ? 0.0f : targetForce, 0.1f);
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if (Math.Abs(Force) > 1.0f)
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{
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Vector2 currForce = new Vector2((force / 10.0f) * maxForce * Math.Min(Voltage / MinVoltage, 1.0f), 0.0f);
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float voltageFactor = MinVoltage <= 0.0f ? 1.0f : Math.Min(Voltage / MinVoltage, 1.0f);
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Vector2 currForce = new Vector2((force / 10.0f) * maxForce * voltageFactor, 0.0f);
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//less effective when in a bad condition
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currForce *= MathHelper.Lerp(0.5f, 2.0f, item.Condition / item.MaxCondition);
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@@ -154,7 +154,7 @@ namespace Barotrauma.Items.Components
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outputContainer.Inventory.Locked = true;
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currPowerConsumption = powerConsumption;
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currPowerConsumption *= MathHelper.Lerp(2.0f, 1.0f, item.Condition / item.MaxCondition);
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currPowerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
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}
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private void CancelFabricating(Character user = null)
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@@ -73,7 +73,7 @@ namespace Barotrauma.Items.Components
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}
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currPowerConsumption = powerConsumption;
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currPowerConsumption *= MathHelper.Lerp(2.0f, 1.0f, item.Condition / item.MaxCondition);
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currPowerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
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hasPower = Voltage > MinVoltage;
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if (hasPower)
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+1
-1
@@ -42,7 +42,7 @@ namespace Barotrauma.Items.Components
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CurrFlow = 0.0f;
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currPowerConsumption = powerConsumption;
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//consume more power when in a bad condition
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currPowerConsumption *= MathHelper.Lerp(2.0f, 1.0f, item.Condition / item.MaxCondition);
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currPowerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
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if (powerConsumption <= 0.0f)
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{
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@@ -14,8 +14,6 @@ namespace Barotrauma.Items.Components
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private float? targetLevel;
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private float pumpSpeedLockTimer, isActiveLockTimer;
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private bool hasPower;
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[Serialize(0.0f, true, description: "How fast the item is currently pumping water (-100 = full speed out, 100 = full speed in). Intended to be used by StatusEffect conditionals (setting this value in XML has no effect).")]
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public float FlowPercentage
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@@ -23,7 +21,7 @@ namespace Barotrauma.Items.Components
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get { return flowPercentage; }
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set
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{
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if (!MathUtils.IsValid(flowPercentage)) return;
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if (!MathUtils.IsValid(flowPercentage)) { return; }
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flowPercentage = MathHelper.Clamp(value, -100.0f, 100.0f);
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flowPercentage = MathUtils.Round(flowPercentage, 1.0f);
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}
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@@ -41,11 +39,26 @@ namespace Barotrauma.Items.Components
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{
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get
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{
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if (!IsActive) return 0.0f;
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if (!IsActive) { return 0.0f; }
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return Math.Abs(currFlow);
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}
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}
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public override bool IsActive
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{
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get => base.IsActive;
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set
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{
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base.IsActive = value;
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if (!IsActive)
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{
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powerConsumption = 0;
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}
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}
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}
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public bool HasPower => IsActive && Voltage >= MinVoltage;
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public Pump(Item item, XElement element)
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: base(item, element)
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{
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@@ -57,7 +70,6 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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currFlow = 0.0f;
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hasPower = false;
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if (targetLevel != null)
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{
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@@ -74,14 +86,12 @@ namespace Barotrauma.Items.Components
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currPowerConsumption = powerConsumption * Math.Abs(flowPercentage / 100.0f);
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//pumps consume more power when in a bad condition
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currPowerConsumption *= MathHelper.Lerp(2.0f, 1.0f, item.Condition / item.MaxCondition);
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currPowerConsumption *= MathHelper.Lerp(1.5f, 1.0f, item.Condition / item.MaxCondition);
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if (Voltage < MinVoltage) { return; }
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if (!HasPower) { return; }
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UpdateProjSpecific(deltaTime);
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hasPower = true;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (item.CurrentHull == null) { return; }
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@@ -102,8 +112,8 @@ namespace Barotrauma.Items.Components
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{
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if (connection.Name == "toggle")
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{
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isActiveLockTimer = 0.1f;
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IsActive = !IsActive;
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isActiveLockTimer = 0.1f;
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}
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else if (connection.Name == "set_active")
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{
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@@ -126,21 +136,23 @@ namespace Barotrauma.Items.Components
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pumpSpeedLockTimer = 0.1f;
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}
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}
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if (!IsActive) currPowerConsumption = 0.0f;
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}
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public override bool AIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)
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{
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#if CLIENT
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if (GameMain.Client != null) return false;
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if (GameMain.Client != null) { return false; }
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#endif
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if (objective.Option.ToLowerInvariant() == "stoppumping")
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{
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#if SERVER
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if (FlowPercentage > 0.0f) item.CreateServerEvent(this);
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if (FlowPercentage > 0.0f)
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{
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item.CreateServerEvent(this);
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}
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#endif
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IsActive = false;
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FlowPercentage = 0.0f;
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}
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else
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@@ -48,7 +48,19 @@ namespace Barotrauma.Items.Components
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private Vector2 optimalFissionRate, allowedFissionRate;
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private Vector2 optimalTurbineOutput, allowedTurbineOutput;
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private bool shutDown;
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private bool _powerOn;
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public bool PowerOn
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{
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get { return _powerOn; }
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set
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{
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_powerOn = value;
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#if CLIENT
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UpdateUIElementStates();
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#endif
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}
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}
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private Character lastAIUser;
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@@ -152,12 +164,7 @@ namespace Barotrauma.Items.Components
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{
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autoTemp = value;
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#if CLIENT
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if (autoTempSlider != null)
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{
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autoTempSlider.BarScroll = value ?
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Math.Min(0.45f, autoTempSlider.BarScroll) :
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Math.Max(0.55f, autoTempSlider.BarScroll);
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}
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UpdateUIElementStates();
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#endif
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}
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}
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@@ -257,7 +264,7 @@ namespace Barotrauma.Items.Components
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}
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currPowerConsumption += autoAdjustAmount;
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if (shutDown)
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if (!PowerOn)
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{
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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@@ -472,8 +479,8 @@ namespace Barotrauma.Items.Components
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targetFissionRate = Math.Max(targetFissionRate - deltaTime * 10.0f, 0.0f);
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targetTurbineOutput = Math.Max(targetTurbineOutput - deltaTime * 10.0f, 0.0f);
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#if CLIENT
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fissionRateScrollBar.BarScroll = 1.0f - FissionRate / 100.0f;
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turbineOutputScrollBar.BarScroll = 1.0f - TurbineOutput / 100.0f;
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FissionRateScrollBar.BarScroll = 1.0f - FissionRate / 100.0f;
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TurbineOutputScrollBar.BarScroll = 1.0f - TurbineOutput / 100.0f;
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UpdateGraph(deltaTime);
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#endif
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}
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@@ -582,14 +589,14 @@ namespace Barotrauma.Items.Components
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LastUser = lastAIUser = character;
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bool prevAutoTemp = autoTemp;
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bool prevShutDown = shutDown;
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bool prevPowerOn = _powerOn;
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float prevFissionRate = targetFissionRate;
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float prevTurbineOutput = targetTurbineOutput;
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switch (objective.Option.ToLowerInvariant())
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{
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case "powerup":
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shutDown = false;
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PowerOn = true;
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if (objective.Override || !autoTemp)
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{
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//characters with insufficient skill levels simply set the autotemp on instead of trying to adjust the temperature manually
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@@ -604,24 +611,20 @@ namespace Barotrauma.Items.Components
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}
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}
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#if CLIENT
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onOffSwitch.BarScroll = 0.0f;
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fissionRateScrollBar.BarScroll = FissionRate / 100.0f;
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turbineOutputScrollBar.BarScroll = TurbineOutput / 100.0f;
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FissionRateScrollBar.BarScroll = FissionRate / 100.0f;
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TurbineOutputScrollBar.BarScroll = TurbineOutput / 100.0f;
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#endif
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break;
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case "shutdown":
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#if CLIENT
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onOffSwitch.BarScroll = 1.0f;
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#endif
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PowerOn = false;
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AutoTemp = false;
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shutDown = true;
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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break;
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}
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if (autoTemp != prevAutoTemp ||
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prevShutDown != shutDown ||
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prevPowerOn != _powerOn ||
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Math.Abs(prevFissionRate - targetFissionRate) > 1.0f ||
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Math.Abs(prevTurbineOutput - targetTurbineOutput) > 1.0f)
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{
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@@ -640,14 +643,11 @@ namespace Barotrauma.Items.Components
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case "shutdown":
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if (targetFissionRate > 0.0f || targetTurbineOutput > 0.0f)
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{
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shutDown = true;
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PowerOn = false;
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AutoTemp = false;
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targetFissionRate = 0.0f;
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targetTurbineOutput = 0.0f;
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unsentChanges = true;
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#if CLIENT
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onOffSwitch.BarScroll = 1.0f;
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#endif
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}
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break;
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}
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@@ -116,8 +116,7 @@ namespace Barotrauma.Items.Components
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}
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}
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#if CLIENT
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if (activeTickBox != null) activeTickBox.Selected = value == Mode.Active;
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if (passiveTickBox != null) passiveTickBox.Selected = value == Mode.Passive;
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UpdateGUIElements();
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#endif
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}
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}
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@@ -126,10 +125,9 @@ namespace Barotrauma.Items.Components
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: base(item, element)
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{
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connectedTransducers = new List<ConnectedTransducer>();
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CurrentMode = Mode.Passive;
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IsActive = true;
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InitProjSpecific(element);
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CurrentMode = Mode.Passive;
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}
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partial void InitProjSpecific(XElement element);
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@@ -344,14 +342,10 @@ namespace Barotrauma.Items.Components
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}
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}
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if (!item.CanClientAccess(c)) return;
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if (!item.CanClientAccess(c)) { return; }
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CurrentMode = isActive ? Mode.Active : Mode.Passive;
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//TODO: cleanup
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#if CLIENT
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activeTickBox.Selected = currentMode == Mode.Active;
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#endif
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if (isActive)
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{
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zoom = MathHelper.Lerp(MinZoom, MaxZoom, zoomT);
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@@ -363,8 +357,7 @@ namespace Barotrauma.Items.Components
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}
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#if CLIENT
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zoomSlider.BarScroll = zoomT;
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directionalTickBox.Selected = useDirectionalPing;
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directionalSlider.BarScroll = pingDirectionT;
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directionalModeSwitch.Selected = useDirectionalPing;
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#endif
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}
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#if SERVER
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@@ -58,19 +58,24 @@ namespace Barotrauma.Items.Components
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get { return autoPilot; }
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set
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{
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if (value == autoPilot) return;
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if (value == autoPilot) { return; }
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autoPilot = value;
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#if CLIENT
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autopilotTickBox.Selected = autoPilot;
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manualTickBox.Selected = !autoPilot;
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maintainPosTickBox.Enabled = autoPilot;
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levelEndTickBox.Enabled = autoPilot;
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levelStartTickBox.Enabled = autoPilot;
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UpdateGUIElements();
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#endif
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if (autoPilot)
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{
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if (pathFinder == null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
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if (pathFinder == null)
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{
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pathFinder = new PathFinder(WayPoint.WayPointList, false);
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}
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MaintainPos = true;
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if (posToMaintain == null)
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{
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posToMaintain = controlledSub != null ?
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controlledSub.WorldPosition :
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item.Submarine == null ? item.WorldPosition : item.Submarine.WorldPosition;
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}
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}
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else
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{
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@@ -272,7 +277,7 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (autoPilot)
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if (AutoPilot)
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{
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UpdateAutoPilot(deltaTime);
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float userSkill = 0.0f;
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@@ -317,7 +322,7 @@ namespace Barotrauma.Items.Components
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private void UpdateAutoPilot(float deltaTime)
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{
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if (controlledSub == null) return;
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if (controlledSub == null) { return; }
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if (posToMaintain != null)
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{
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Vector2 steeringVel = GetSteeringVelocity((Vector2)posToMaintain, 10.0f);
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@@ -577,6 +577,8 @@ namespace Barotrauma.Items.Components
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railSprite?.Remove(); railSprite = null;
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#if CLIENT
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crosshairSprite?.Remove(); crosshairSprite = null;
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crosshairPointerSprite?.Remove(); crosshairPointerSprite = null;
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moveSoundChannel?.Dispose(); moveSoundChannel = null;
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#endif
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}
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Reference in New Issue
Block a user