Unstable 0.14.4.0
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@@ -16,8 +16,8 @@ namespace Barotrauma.Items.Components
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private GUITickBox powerLight;
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private GUITickBox autoControlIndicator;
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private List<Pair<Vector2, ParticleEmitter>> pumpOutEmitters = new List<Pair<Vector2, ParticleEmitter>>();
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private List<Pair<Vector2, ParticleEmitter>> pumpInEmitters = new List<Pair<Vector2, ParticleEmitter>>();
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private readonly List<(Vector2 position, ParticleEmitter emitter)> pumpOutEmitters = new List<(Vector2 position, ParticleEmitter emitter)>();
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private readonly List<(Vector2 position, ParticleEmitter emitter)> pumpInEmitters = new List<(Vector2 position, ParticleEmitter emitter)>();
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public float CurrentBrokenVolume
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{
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@@ -35,14 +35,10 @@ namespace Barotrauma.Items.Components
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "pumpoutemitter":
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pumpOutEmitters.Add(new Pair<Vector2, ParticleEmitter>(
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subElement.GetAttributeVector2("position", Vector2.Zero),
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new ParticleEmitter(subElement)));
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pumpOutEmitters.Add((subElement.GetAttributeVector2("position", Vector2.Zero), new ParticleEmitter(subElement)));
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break;
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case "pumpinemitter":
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pumpInEmitters.Add(new Pair<Vector2, ParticleEmitter>(
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subElement.GetAttributeVector2("position", Vector2.Zero),
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new ParticleEmitter(subElement)));
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pumpInEmitters.Add((subElement.GetAttributeVector2("position", Vector2.Zero), new ParticleEmitter(subElement)));
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break;
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}
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}
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@@ -148,21 +144,43 @@ namespace Barotrauma.Items.Components
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{
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if (FlowPercentage < 0.0f)
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{
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foreach (Pair<Vector2, ParticleEmitter> pumpOutEmitter in pumpOutEmitters)
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foreach (var (position, emitter) in pumpOutEmitters)
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{
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//only emit "pump out" particles when underwater
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Vector2 particlePos = item.Rect.Location.ToVector2() + pumpOutEmitter.First;
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if (item.CurrentHull != null && item.CurrentHull.Surface < particlePos.Y) continue;
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if (item.CurrentHull != null && item.CurrentHull.Surface < item.Rect.Location.Y + position.Y) { continue; }
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pumpOutEmitter.Second.Emit(deltaTime, item.WorldRect.Location.ToVector2() + pumpOutEmitter.First * item.Scale, item.CurrentHull,
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//only emit "pump out" particles when underwater
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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float angle = 0.0f;
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if (item.FlippedX)
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{
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relativeParticlePos.X = -relativeParticlePos.X;
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angle = MathHelper.Pi;
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}
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if (item.FlippedY)
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{
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relativeParticlePos.Y = -relativeParticlePos.Y;
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}
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emitter.Emit(deltaTime, item.WorldPosition + relativeParticlePos, item.CurrentHull, angle,
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velocityMultiplier: MathHelper.Lerp(0.5f, 1.0f, -FlowPercentage / 100.0f));
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}
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}
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else if (FlowPercentage > 0.0f)
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{
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foreach (Pair<Vector2, ParticleEmitter> pumpInEmitter in pumpInEmitters)
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foreach (var (position, emitter) in pumpInEmitters)
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{
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pumpInEmitter.Second.Emit(deltaTime, item.WorldRect.Location.ToVector2() + pumpInEmitter.First * item.Scale, item.CurrentHull,
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Vector2 relativeParticlePos = (item.WorldRect.Location.ToVector2() + position * item.Scale) - item.WorldPosition;
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float angle = 0.0f;
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if (item.FlippedX)
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{
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relativeParticlePos.X = -relativeParticlePos.X;
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angle = MathHelper.Pi;
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}
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if (item.FlippedY)
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{
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relativeParticlePos.Y = -relativeParticlePos.Y;
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}
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emitter.Emit(deltaTime, item.WorldPosition + relativeParticlePos, item.CurrentHull, angle,
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velocityMultiplier: MathHelper.Lerp(0.5f, 1.0f, FlowPercentage / 100.0f));
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}
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}
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@@ -10,7 +10,7 @@ namespace Barotrauma.Items.Components
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int roundedValue = (int)Math.Round((1 - damageMultiplier) * 100);
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if (roundedValue == 0) { return; }
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string colorStr = XMLExtensions.ColorToString(GUI.Style.Green);
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description += $"\n ‖color:{colorStr}‖{roundedValue.ToString("+0;-#")}%‖color:end‖ {TextManager.Get("AfflictionName." + afflictionIdentifier, true) ?? afflictionIdentifier}";
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description += $"\n ‖color:{colorStr}‖{roundedValue.ToString("-0;+#")}%‖color:end‖ {AfflictionPrefab.List.FirstOrDefault(ap => ap.Identifier.Equals(afflictionIdentifier, StringComparison.OrdinalIgnoreCase))?.Name ?? afflictionIdentifier}";
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}
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public override void AddTooltipInfo(ref string description)
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