(e42047dc1) Tester's build, January 30th 2020
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@@ -916,7 +916,7 @@ namespace Barotrauma
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contained.Container = null;
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}
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public void SetTransform(Vector2 simPosition, float rotation, bool findNewHull = true)
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public void SetTransform(Vector2 simPosition, float rotation, bool findNewHull = true, bool setPrevTransform = true)
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{
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if (!MathUtils.IsValid(simPosition))
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{
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@@ -938,13 +938,13 @@ namespace Barotrauma
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try
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{
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#endif
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if (body.Enabled)
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if (body.PhysEnabled)
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{
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body.SetTransform(simPosition, rotation);
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body.SetTransform(simPosition, rotation, setPrevTransform);
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}
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else
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{
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body.SetTransformIgnoreContacts(simPosition, rotation);
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body.SetTransformIgnoreContacts(simPosition, rotation, setPrevTransform);
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}
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#if DEBUG
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}
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@@ -1270,10 +1270,6 @@ namespace Barotrauma
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HandleCollision(impact);
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}
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if (!isActive) { return; }
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aiTarget?.Update(deltaTime);
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if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
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{
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sendConditionUpdateTimer -= deltaTime;
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@@ -1283,6 +1279,10 @@ namespace Barotrauma
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}
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}
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if (!isActive) { return; }
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aiTarget?.Update(deltaTime);
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ApplyStatusEffects(ActionType.Always, deltaTime, character: (parentInventory as CharacterInventory)?.Owner as Character);
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for (int i = 0; i < updateableComponents.Count; i++)
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@@ -1376,7 +1376,7 @@ namespace Barotrauma
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}
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else
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{
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if (updateableComponents.Count == 0 && aiTarget == null && !conditionUpdatePending && !hasStatusEffectsOfType[(int)ActionType.Always] && body == null)
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if (updateableComponents.Count == 0 && aiTarget == null && !hasStatusEffectsOfType[(int)ActionType.Always] && body == null)
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{
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#if CLIENT
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positionBuffer.Clear();
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@@ -1814,6 +1814,12 @@ namespace Barotrauma
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else if (selected)
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{
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picker.SelectedConstruction = this;
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#if CLIENT
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if (GameMain.GameSession?.CrewManager != null && picker == Character.Controlled && GetComponent<Ladder>() == null)
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{
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GameMain.GameSession.CrewManager.ToggleCrewListOpen = false;
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}
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#endif
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}
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}
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@@ -1823,7 +1829,7 @@ namespace Barotrauma
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if (requiredSkill != null)
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{
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GUI.AddMessage(TextManager.GetWithVariables("InsufficientSkills", new string[2] { "[requiredskill]", "[requiredlevel]" },
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new string[2] { TextManager.Get("SkillName." + requiredSkill.Identifier), ((int)requiredSkill.Level).ToString() }, new bool[2] { true, false }), Color.Red);
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new string[2] { TextManager.Get("SkillName." + requiredSkill.Identifier), ((int)requiredSkill.Level).ToString() }, new bool[2] { true, false }), GUI.Style.Red);
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}
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}
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#endif
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