Progress + prettier ice walls
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@@ -549,7 +549,7 @@ namespace Barotrauma
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{
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ic.Update(deltaTime, cam);
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ic.PlaySound(ActionType.OnActive, Position);
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ic.PlaySound(ActionType.OnActive, WorldPosition);
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//ic.ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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else
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@@ -605,7 +605,7 @@ namespace Barotrauma
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if (prefab.ResizeHorizontal || prefab.ResizeVertical)
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{
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prefab.sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X+rect.Width/2, -DrawPosition.Y-rect.Height/2), new Vector2(rect.Width, rect.Height), color);
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prefab.sprite.DrawTiled(spriteBatch, new Vector2(DrawPosition.X-rect.Width/2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), color);
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}
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else
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{
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@@ -645,13 +645,18 @@ namespace Barotrauma
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return;
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}
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GUI.DrawRectangle(spriteBatch, new Vector2(rect.X, -rect.Y), new Vector2(rect.Width, rect.Height), Color.Green);
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GUI.DrawRectangle(spriteBatch, new Vector2(DrawPosition.X - rect.Width / 2, -(DrawPosition.Y+rect.Height/2)), new Vector2(rect.Width, rect.Height), Color.Green);
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foreach (Rectangle t in prefab.Triggers)
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{
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Rectangle transformedTrigger = TransformTrigger(t);
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Vector2 rectWorldPos = new Vector2(transformedTrigger.X, transformedTrigger.Y);
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if (Submarine!=null) rectWorldPos += Submarine.Position;
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rectWorldPos.Y = -rectWorldPos.Y;
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GUI.DrawRectangle(spriteBatch,
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new Vector2(transformedTrigger.X, -transformedTrigger.Y),
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rectWorldPos,
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new Vector2(transformedTrigger.Width, transformedTrigger.Height),
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Color.Green);
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}
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@@ -659,8 +664,8 @@ namespace Barotrauma
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foreach (MapEntity e in linkedTo)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(rect.X + rect.Width / 2, -rect.Y + rect.Height / 2),
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new Vector2(e.Rect.X + e.Rect.Width / 2, -e.Rect.Y + e.Rect.Height / 2),
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new Vector2(WorldPosition.X, -WorldPosition.Y),
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new Vector2(e.WorldPosition.X, -e.WorldPosition.Y),
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Color.Red*0.3f);
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}
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}
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@@ -1002,7 +1007,7 @@ namespace Barotrauma
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{
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ic.WasUsed = true;
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ic.PlaySound(ActionType.OnUse, body==null ? Position : ConvertUnits.ToDisplayUnits(body.SimPosition));
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ic.PlaySound(ActionType.OnUse, WorldPosition);
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ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character);
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