Progress + prettier ice walls
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@@ -156,7 +156,7 @@ namespace Barotrauma
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surface = rect.Y - rect.Height;
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aiTarget = new AITarget(this);
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aiTarget.SightRange = (rect.Width + rect.Height)*10.0f;
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aiTarget.SightRange = (rect.Width + rect.Height)*5.0f;
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hullList.Add(this);
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@@ -170,8 +170,8 @@ namespace Barotrauma
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public override bool Contains(Vector2 position)
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{
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return (Submarine.RectContains(rect, position) &&
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!Submarine.RectContains(new Rectangle(rect.X + 8, rect.Y - 8, rect.Width - 16, rect.Height - 16), position));
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return (Submarine.RectContains(WorldRect, position) &&
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!Submarine.RectContains(MathUtils.ExpandRect(WorldRect, -8), position));
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}
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public int GetWaveIndex(Vector2 position)
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@@ -353,25 +353,28 @@ namespace Barotrauma
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{
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if (!editing && !GameMain.DebugDraw) return;
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GUI.DrawRectangle(spriteBatch,
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new Vector2(rect.X, -rect.Y),
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new Vector2(rect.Width, rect.Height),
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isHighlighted ? Color.Green : Color.Blue);
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Rectangle drawRect =
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Submarine == null ? rect : new Rectangle((int)(Submarine.DrawPosition.X + rect.X), (int)(Submarine.DrawPosition.Y + rect.Y), rect.Width, rect.Height);
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(rect.X, -rect.Y, rect.Width, rect.Height),
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new Vector2(drawRect.X, -drawRect.Y),
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new Vector2(rect.Width, rect.Height),
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Color.Blue);
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GUI.DrawRectangle(spriteBatch,
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new Rectangle(drawRect.X, -drawRect.Y, rect.Width, rect.Height),
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Color.Red*((100.0f-OxygenPercentage)/400.0f), true);
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spriteBatch.DrawString(GUI.Font, "Pressure: " + ((int)pressure - rect.Y).ToString() +
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" - Oxygen: "+((int)OxygenPercentage), new Vector2(rect.X+10, -rect.Y+10), Color.Black);
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spriteBatch.DrawString(GUI.Font, volume +" / "+ FullVolume, new Vector2(rect.X+10, -rect.Y+30), Color.Black);
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" - Oxygen: " + ((int)OxygenPercentage), new Vector2(drawRect.X + 10, -drawRect.Y + 10), Color.Black);
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spriteBatch.DrawString(GUI.Font, volume + " / " + FullVolume, new Vector2(drawRect.X + 10, -drawRect.Y + 30), Color.Black);
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if (isSelected && editing)
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if ((isSelected || isHighlighted) && editing)
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{
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GUI.DrawRectangle(spriteBatch,
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new Vector2(rect.X - 5, -rect.Y - 5),
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new Vector2(rect.Width + 10, rect.Height + 10),
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Color.Red);
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new Vector2(drawRect.X + 5, -drawRect.Y + 5),
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new Vector2(rect.Width - 10, rect.Height - 10),
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isHighlighted ? Color.LightBlue*0.5f : Color.Red*0.5f, true);
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}
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}
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@@ -380,13 +383,13 @@ namespace Barotrauma
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if (renderer.PositionInBuffer > renderer.vertices.Length - 6) return;
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//calculate where the surface should be based on the water volume
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float top = rect.Y+Submarine.Position.Y;
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float top = rect.Y+Submarine.DrawPosition.Y;
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float bottom = top - rect.Height;
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float surfaceY = bottom + Volume / rect.Width;
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//interpolate the position of the rendered surface towards the "target surface"
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surface = surface + ((surfaceY - Submarine.Position.Y) - surface) / 10.0f;
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float drawSurface = surface + Submarine.Position.Y;
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surface = surface + ((surfaceY - Submarine.DrawPosition.Y) - surface) / 10.0f;
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float drawSurface = surface + Submarine.DrawPosition.Y;
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Matrix transform = cam.Transform * Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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@@ -407,7 +410,7 @@ namespace Barotrauma
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Vector2[] uvCoords = new Vector2[4];
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for (int i = 0; i < 4; i++ )
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{
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corners[i] += new Vector3(Submarine.Loaded.Position, 0.0f);
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corners[i] += new Vector3(Submarine.DrawPosition, 0.0f);
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uvCoords[i] = Vector2.Transform(new Vector2(corners[i].X, -corners[i].Y), transform);
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}
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@@ -424,7 +427,7 @@ namespace Barotrauma
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return;
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}
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float x = rect.X+Submarine.Position.X;
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float x = rect.X + Submarine.DrawPosition.X;
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int start = (int)Math.Floor((cam.WorldView.X - x) / WaveWidth);
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start = Math.Max(start, 0);
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