BarotraumaServer compiles
Cleanup + fixes coming up next
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Voronoi2;
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namespace Barotrauma.RuinGeneration
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{
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partial class Ruin
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{
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public void Draw(SpriteBatch spriteBatch)
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{
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//foreach (BTRoom room in leaves)
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//{
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// GUI.DrawRectangle(spriteBatch, room.Rect, Color.White);
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//}
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//foreach (Corridor corr in corridors)
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//{
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// GUI.DrawRectangle(spriteBatch, corr.Rect, Color.Blue);
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//}
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foreach (Line line in walls)
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{
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GUI.DrawLine(spriteBatch, new Vector2(line.A.X, -line.A.Y), new Vector2(line.B.X, -line.B.Y), Color.Red, 0.0f, 10);
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}
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}
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}
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}
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@@ -0,0 +1,39 @@
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text;
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using Voronoi2;
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namespace Barotrauma
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{
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partial class WrappingWall : IDisposable
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{
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private VertexBuffer wallVertices, bodyVertices;
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public VertexBuffer WallVertices
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{
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get { return wallVertices; }
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}
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public VertexBuffer BodyVertices
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{
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get { return bodyVertices; }
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}
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public void SetWallVertices(VertexPositionTexture[] vertices)
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{
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wallVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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wallVertices.SetData(vertices);
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}
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public void SetBodyVertices(VertexPositionColor[] vertices)
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{
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bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColor.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
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bodyVertices.SetData(vertices);
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}
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}
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}
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