Progress + prettier ice walls
This commit is contained in:
@@ -262,7 +262,7 @@ namespace Barotrauma.Items.Components
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if (Math.Sign(l.SimPosition.X - item.SimPosition.X) != dir)
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{
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l.body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X*1.2f, item.SimPosition.Y), l.body.Rotation);
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, l.body.FarseerBody);
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SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 1.0f, l.body);
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//c.AddDamage(item.SimPosition, DamageType.Blunt, 1.0f, 0.0f, 0.0f, true);
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l.body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
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@@ -358,7 +358,7 @@ namespace Barotrauma.Items.Components
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else if (connection.Name == "set_state")
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{
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bool newState = (signal!="0");
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if (isOpen!=newState) PlaySound(ActionType.OnUse, item.Position);
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if (isOpen!=newState) PlaySound(ActionType.OnUse, item.WorldPosition);
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isOpen = newState;
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}
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@@ -236,6 +236,8 @@ namespace Barotrauma.Items.Components
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AnimController ac = picker.AnimController;
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item.Submarine = picker.Submarine;
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//item.sprite.Depth = picker.AnimController.GetLimb(LimbType.RightHand).sprite.Depth + 0.01f;
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ac.HoldItem(deltaTime, item, handlePos, holdPos, aimPos, picker.IsKeyDown(InputType.Aim), holdAngle);
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@@ -194,7 +194,7 @@ namespace Barotrauma.Items.Components
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if (target == null) return false;
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if (attack!=null) attack.DoDamage(user, target, item.Position, 1.0f);
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if (attack!=null) attack.DoDamage(user, target, item.WorldPosition, 1.0f);
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RestoreCollision();
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hitting = false;
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@@ -322,6 +322,8 @@ namespace Barotrauma.Items.Components
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if (itemSound.Loop)
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{
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loopingSound = itemSound;
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loopingSoundIndex = loopingSound.Sound.Loop(loopingSoundIndex, GetSoundVolume(loopingSound), position, loopingSound.Range);
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}
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else
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{
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@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
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if (item.body == null)
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{
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transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y);
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if (item.Submarine != null) transformedItemPos += item.Submarine.Position;
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if (item.Submarine != null) transformedItemPos += item.Submarine.DrawPosition;
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transformedItemPos = transformedItemPos + itemPos;
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}
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else
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@@ -61,6 +61,7 @@ namespace Barotrauma.Items.Components
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{
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base.Draw(spriteBatch, editing);
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textBlock.Rect = new Rectangle(item.WorldRect.X, -(item.WorldRect.Y - item.Rect.Height/2), item.Rect.Width, item.Rect.Height);
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textBlock.Draw(spriteBatch);
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}
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}
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@@ -169,7 +169,7 @@ namespace Barotrauma.Items.Components
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{
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item.SendSignal("1", "signal_out");
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PlaySound(ActionType.OnUse, item.Position);
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PlaySound(ActionType.OnUse, item.WorldPosition);
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return true;
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}
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@@ -115,162 +115,160 @@ namespace Barotrauma.Items.Components
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float radius = rect.Width / 2.0f;
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float simScale = 1.5f;
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if (Level.Loaded != null)
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{
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List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
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return;
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foreach (VoronoiCell cell in cells)
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{
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//if (Level.Loaded != null)
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//{
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// List<VoronoiCell> cells = Level.Loaded.GetCells(Submarine.Loaded.Position, 7);
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foreach (GraphEdge edge in cell.edges)
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{
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//if (!edge.isSolid) continue;
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float cellDot = Vector2.Dot(cell.Center - item.WorldPosition, (edge.point1 + edge.point2) / 2.0f - cell.Center);
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//if (cellDot > 0) continue;
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// foreach (VoronoiCell cell in cells)
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// {
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float facingDot = Vector2.Dot(Vector2.Normalize(edge.point1 - edge.point2), Vector2.Normalize(cell.Center-item.WorldPosition));
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facingDot = 1.0f;// MathHelper.Clamp(facingDot, -1.0f, 1.0f);
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// foreach (GraphEdge edge in cell.edges)
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// {
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// //if (!edge.isSolid) continue;
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// float cellDot = Vector2.Dot(cell.Center + Level.Loaded.Position, (edge.point1 + edge.point2) / 2.0f - cell.Center);
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// if (cellDot > 0) continue;
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Vector2 point1 = (edge.point1);
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Vector2 point2 = (edge.point2);
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// float facingDot = Vector2.Dot(Vector2.Normalize(edge.point1 - edge.point2), Vector2.Normalize(cell.Center + Level.Loaded.Position));
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// facingDot = MathHelper.Clamp(facingDot, -1.0f, 1.0f);
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float length = (point1 - point2).Length();
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for (float x = 0; x < length; x += Rand.Range(600.0f, 800.0f))
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{
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Vector2 point = point1 + Vector2.Normalize(point2 - point1) * x;
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// Vector2 point1 = (edge.point1 + Level.Loaded.Position);
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// Vector2 point2 = (edge.point2 + Level.Loaded.Position);
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float pointDist = Vector2.Distance(item.WorldPosition, point) * displayScale;
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// float length = (point1 - point2).Length();
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// for (float x=0; x<length; x+=Rand.Range(600.0f, 800.0f))
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// {
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// Vector2 point = point1 + Vector2.Normalize(point2 - point1) * x;
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// float pointDist = point.Length() * displayScale;
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// if (pointDist > radius) continue;
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// if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
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if (pointDist > radius) continue;
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if (pointDist < prevPingRadius || pointDist > pingRadius) continue;
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// float step = 5.0f * (Math.Abs(facingDot)+1.0f);
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// float alpha = Rand.Range(1.5f, 2.0f);
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// for (float z = 0; z<radius-pointDist;z+=step)
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// {
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// var blip = new RadarBlip(
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// point + Rand.Vector(150.0f) - Level.Loaded.Position + Vector2.Normalize(point) * z / displayScale,
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// alpha);
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float step = 5.0f * (Math.Abs(facingDot) + 1.0f);
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float alpha = Rand.Range(1.5f, 2.0f);
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for (float z = 0; z < radius - pointDist; z += step)
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{
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// radarBlips.Add(blip);
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// step += 0.5f;
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// alpha -= (z == 0) ? 0.5f : 0.1f;
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// }
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// }
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// }
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// }
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var blip = new RadarBlip(
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point + Rand.Vector(150.0f) + Vector2.Normalize(point-item.WorldPosition) * z / displayScale,
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alpha);
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// for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
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// {
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// Vector2 start = Submarine.Loaded.HullVertices[i] * simScale;
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// start.Y = -start.Y;
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// Vector2 end = Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] * simScale;
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// end.Y = -end.Y;
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radarBlips.Add(blip);
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step += 0.5f;
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alpha -= (z == 0) ? 0.5f : 0.1f;
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}
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// Vector2 diff = end - start;
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// for (float x = 0; x < diff.Length(); x+=4.0f )
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// {
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// GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
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// }
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// }
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}
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}
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}
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//}
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for (int i = 0; i < Submarine.Loaded.HullVertices.Count; i++)
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{
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Vector2 start = (Submarine.Loaded.HullVertices[i] - ConvertUnits.ToSimUnits(item.Position - Submarine.HiddenSubPosition)) * simScale;
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start.Y = -start.Y;
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Vector2 end = (Submarine.Loaded.HullVertices[(i + 1) % Submarine.Loaded.HullVertices.Count] - ConvertUnits.ToSimUnits(item.Position - Submarine.HiddenSubPosition)) * simScale;
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end.Y = -end.Y;
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//foreach (Character c in Character.CharacterList)
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//{
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// if (c.AnimController.CurrentHull != null) continue;
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Vector2 diff = end - start;
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for (float x = 0; x < diff.Length(); x += 4.0f)
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{
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GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
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}
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}
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// foreach (Limb limb in c.AnimController.Limbs)
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// {
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// Vector2 pos = limb.Position;
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// float pointDist = pos.Length() * displayScale;
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}
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// if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull != null) continue;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float pointDist = (limb.WorldPosition - item.WorldPosition).Length() * displayScale;
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if (limb.SimPosition == Vector2.Zero || pointDist > radius) continue;
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// if (pointDist > radius) continue;
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// if (pointDist > prevPingRadius && pointDist < pingRadius)
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// {
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// var blip = new RadarBlip(pos - Level.Loaded.Position, 1.0f);
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// radarBlips.Add(blip);
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// }
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// }
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//}
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if (pointDist > radius) continue;
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if (pointDist > prevPingRadius && pointDist < pingRadius)
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{
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var blip = new RadarBlip(limb.WorldPosition, 1.0f);
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radarBlips.Add(blip);
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}
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}
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}
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//foreach (RadarBlip radarBlip in radarBlips)
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//{
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// DrawBlip(spriteBatch,radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
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//}
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foreach (RadarBlip radarBlip in radarBlips)
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{
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DrawBlip(spriteBatch, radarBlip, center, Color.Green * radarBlip.FadeTimer, radius);
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}
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prevPingRadius = pingRadius;
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if (screenOverlay != null)
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{
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screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width / screenOverlay.size.X);
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}
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//prevPingRadius = pingRadius;
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//if (screenOverlay!=null)
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//{
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// screenOverlay.Draw(spriteBatch, center, 0.0f, rect.Width/screenOverlay.size.X);
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//}
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////prevPingRadius = pingRadius;
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//if (GameMain.GameSession == null) return;
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if (GameMain.GameSession == null) return;
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//DrawMarker(spriteBatch,
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// (GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
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// (Level.Loaded.StartPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
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DrawMarker(spriteBatch,
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(GameMain.GameSession.Map == null) ? "Start" : GameMain.GameSession.Map.CurrentLocation.Name,
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(Level.Loaded.StartPosition), displayScale, center, (rect.Width * 0.55f));
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//DrawMarker(spriteBatch,
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// (GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
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// (Level.Loaded.EndPosition + Level.Loaded.Position), displayScale, center, (rect.Width * 0.55f));
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DrawMarker(spriteBatch,
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(GameMain.GameSession.Map == null) ? "End" : GameMain.GameSession.Map.SelectedLocation.Name,
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(Level.Loaded.EndPosition), displayScale, center, (rect.Width * 0.55f));
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//if (GameMain.GameSession.Quest != null)
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//{
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// var quest = GameMain.GameSession.Quest;
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if (GameMain.GameSession.Quest != null)
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{
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var quest = GameMain.GameSession.Quest;
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// if (!string.IsNullOrWhiteSpace(quest.RadarLabel))
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// {
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// DrawMarker(spriteBatch,
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// quest.RadarLabel,
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// quest.RadarPosition, displayScale, center, (rect.Width * 0.55f));
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// }
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//}
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if (!string.IsNullOrWhiteSpace(quest.RadarLabel))
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{
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DrawMarker(spriteBatch,
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quest.RadarLabel,
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quest.RadarPosition, displayScale, center, (rect.Width * 0.55f));
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}
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}
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//if (!GameMain.DebugDraw) return;
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if (!GameMain.DebugDraw) return;
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//var steering = item.GetComponent<Steering>();
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//if (steering == null || steering.SteeringPath == null) return;
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var steering = item.GetComponent<Steering>();
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if (steering == null || steering.SteeringPath == null) return;
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//Vector2 prevPos = Vector2.Zero;
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Vector2 prevPos = Vector2.Zero;
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//foreach (WayPoint wp in steering.SteeringPath.Nodes)
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//{
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// Vector2 pos = (wp.Position - Submarine.Loaded.Position) * displayScale;
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// if (pos.Length() > radius) continue;
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foreach (WayPoint wp in steering.SteeringPath.Nodes)
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{
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Vector2 pos = (wp.Position - item.WorldPosition) * displayScale;
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if (pos.Length() > radius) continue;
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// pos.Y = -pos.Y;
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// pos += center;
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pos.Y = -pos.Y;
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pos += center;
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// GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X -3 / 2, (int)pos.Y - 3, 6, 6), (steering.SteeringPath.CurrentNode==wp) ? Color.LightGreen : Color.Green, false);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X - 3 / 2, (int)pos.Y - 3, 6, 6), (steering.SteeringPath.CurrentNode == wp) ? Color.LightGreen : Color.Green, false);
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// if (prevPos!=Vector2.Zero)
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// {
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// GUI.DrawLine(spriteBatch, pos, prevPos, Color.Green);
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// }
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if (prevPos != Vector2.Zero)
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{
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GUI.DrawLine(spriteBatch, pos, prevPos, Color.Green);
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}
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// prevPos = pos;
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//}
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prevPos = pos;
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}
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//voltage = 0.0f;
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voltage = 0.0f;
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}
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private void DrawBlip(SpriteBatch spriteBatch, RadarBlip blip, Vector2 center, Color color, float radius)
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{
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Vector2 pos = (blip.Position) * displayScale;
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Vector2 pos = (blip.Position-item.WorldPosition) * displayScale;
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pos.Y = -pos.Y;
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if (pos.Length() > radius)
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@@ -41,7 +41,7 @@ namespace Barotrauma.Items.Components
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{
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if (pathFinder==null) pathFinder = new PathFinder(WayPoint.WayPointList, false);
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steeringPath = pathFinder.FindPath(
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ConvertUnits.ToSimUnits(Submarine.Loaded.Position),
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ConvertUnits.ToSimUnits(item.WorldPosition),
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ConvertUnits.ToSimUnits(Level.Loaded.EndPosition));
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}
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}
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@@ -160,31 +160,31 @@ namespace Barotrauma.Items.Components
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{
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autopilotRayCastTimer -= deltaTime;
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steeringPath.CheckProgress(ConvertUnits.ToSimUnits(Submarine.Loaded.Position), 10.0f);
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steeringPath.CheckProgress(ConvertUnits.ToSimUnits(item.WorldPosition), 10.0f);
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if (autopilotRayCastTimer<=0.0f && steeringPath.NextNode != null)
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{
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Vector2 diff = ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - Submarine.Loaded.Position);
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Vector2 diff = ConvertUnits.ToSimUnits(steeringPath.NextNode.Position - item.WorldPosition);
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bool nextVisible = true;
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for (int x = -1; x < 2; x += 2)
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{
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for (int y = -1; y < 2; y += 2)
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{
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Vector2 cornerPos =
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new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
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//bool nextVisible = true;
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//for (int x = -1; x < 2; x += 2)
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//{
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// for (int y = -1; y < 2; y += 2)
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// {
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// Vector2 cornerPos =
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// new Vector2(Submarine.Borders.Width * x, Submarine.Borders.Height * y) / 2.0f;
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cornerPos = ConvertUnits.ToSimUnits(cornerPos*1.2f);
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// cornerPos = ConvertUnits.ToSimUnits(cornerPos*1.2f);
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if (Submarine.PickBody(cornerPos, cornerPos + diff, null, Physics.CollisionLevel) == null) continue;
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// if (Submarine.PickBody(cornerPos, cornerPos + diff, null, Physics.CollisionLevel) == null) continue;
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nextVisible = false;
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x = 2;
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y = 2;
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}
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}
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// nextVisible = false;
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// x = 2;
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// y = 2;
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// }
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//}
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if (nextVisible) steeringPath.SkipToNextNode();
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//if (nextVisible) steeringPath.SkipToNextNode();
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autopilotRayCastTimer = AutopilotRayCastInterval;
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}
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@@ -193,8 +193,8 @@ namespace Barotrauma.Items.Components
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{
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float prediction = 5.0f;
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Vector2 futurePosition = ConvertUnits.ToDisplayUnits(Submarine.Loaded.Velocity) * prediction;
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Vector2 targetSpeed = ((steeringPath.CurrentNode.Position - Submarine.Loaded.Position) - futurePosition);
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Vector2 futurePosition = ConvertUnits.ToDisplayUnits(item.Submarine.Velocity) * prediction;
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Vector2 targetSpeed = ((steeringPath.CurrentNode.WorldPosition - item.WorldPosition) - futurePosition);
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targetSpeed = Vector2.Normalize(targetSpeed);
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TargetVelocity = targetSpeed * 100.0f;
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@@ -62,7 +62,7 @@ namespace Barotrauma.Items.Components
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if (pt.item.Condition<=0.0f && prevCondition > 0.0f)
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{
|
||||
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.Position);
|
||||
sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 600.0f, pt.item.WorldPosition);
|
||||
|
||||
Vector2 baseVel = Rand.Vector(300.0f);
|
||||
for (int i = 0; i < 10; i++)
|
||||
|
||||
@@ -169,11 +169,11 @@ namespace Barotrauma.Items.Components
|
||||
Structure structure;
|
||||
if ((limb = (f2.Body.UserData as Limb)) != null)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, limb.character, item.SimPosition, 1.0f);
|
||||
attackResult = attack.DoDamage(User, limb.character, item.WorldPosition, 1.0f);
|
||||
}
|
||||
else if ((structure = (f2.Body.UserData as Structure)) != null)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, structure, item.SimPosition, 1.0f);
|
||||
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -98,6 +98,10 @@ namespace Barotrauma.Items.Components
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
base.Update(deltaTime, cam);
|
||||
if (item.CurrentHull != null)
|
||||
{
|
||||
//light.Submarine = item.CurrentHull.Submarine;
|
||||
}
|
||||
|
||||
if (item.container != null)
|
||||
{
|
||||
@@ -107,7 +111,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (item.body != null)
|
||||
{
|
||||
light.Position = ConvertUnits.ToDisplayUnits(item.body.SimPosition);
|
||||
light.Position = item.WorldPosition;
|
||||
}
|
||||
|
||||
if (powerConsumption == 0.0f)
|
||||
@@ -121,7 +125,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (Rand.Range(0.0f, 1.0f) < 0.05f && voltage < Rand.Range(0.0f, minVoltage))
|
||||
{
|
||||
if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.Position);
|
||||
if (voltage > 0.1f) sparkSounds[Rand.Int(sparkSounds.Length)].Play(1.0f, 400.0f, item.WorldPosition);
|
||||
lightBrightness = 0.0f;
|
||||
}
|
||||
else
|
||||
|
||||
@@ -314,7 +314,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
for (int i = 1; i < Nodes.Count; i++)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 3, (int)-Nodes[i].Y - 3, 6, 6), Color.Red, true, 0.0f);
|
||||
Vector2 worldPos = Nodes[i];
|
||||
if (item.Submarine != null) worldPos += item.Submarine.Position;
|
||||
worldPos.Y = -worldPos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, worldPos+new Vector2(-3,3), new Vector2(6, 6), Color.Red, true, 0.0f);
|
||||
|
||||
if (GUIComponent.MouseOn != null ||
|
||||
Vector2.Distance(GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition), Nodes[i]) > 10.0f)
|
||||
@@ -322,7 +326,7 @@ namespace Barotrauma.Items.Components
|
||||
continue;
|
||||
}
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle((int)Nodes[i].X - 10, (int)-Nodes[i].Y - 10, 20, 20), Color.Red, false, 0.0f);
|
||||
GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-10, 10), new Vector2(20, 20), Color.Red, false, 0.0f);
|
||||
|
||||
if (selectedNodeIndex == null && !MapEntity.SelectedAny)
|
||||
{
|
||||
|
||||
@@ -165,7 +165,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
ApplyStatusEffects(ActionType.OnWearing, deltaTime, picker);
|
||||
|
||||
PlaySound(ActionType.OnWearing, picker.Position);
|
||||
PlaySound(ActionType.OnWearing, picker.WorldPosition);
|
||||
|
||||
if (containedItems == null) return;
|
||||
for (int j = 0; j<containedItems.Length; j++)
|
||||
|
||||
Reference in New Issue
Block a user