Supercapacitors have much higher max output but smaller capacity, fixed not being able to drag wire nodes in editor, batteries working properly now
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@@ -101,7 +101,11 @@ namespace Barotrauma
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public float Oxygen
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{
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get { return oxygen; }
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set { oxygen = MathHelper.Clamp(value, 0.0f, FullVolume); }
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set
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{
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if (!MathUtils.IsValid(value)) return;
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oxygen = MathHelper.Clamp(value, 0.0f, FullVolume);
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}
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}
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public float OxygenPercentage
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@@ -283,12 +287,12 @@ namespace Barotrauma
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Vector2 position = cam.ScreenToWorld(PlayerInput.MousePosition);
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if (Submarine.RectContains(WorldRect, position))
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{
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if (PlayerInput.LeftButtonDown())
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if (PlayerInput.LeftButtonHeld())
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{
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//waveY[GetWaveIndex(position.X - rect.X - Submarine.Position.X) / WaveWidth] = 100.0f;
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Volume = Volume + 1500.0f;
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}
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else if (PlayerInput.RightButtonDown())
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else if (PlayerInput.RightButtonHeld())
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{
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Volume = Volume - 1500.0f;
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}
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@@ -353,7 +353,7 @@ namespace Barotrauma
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else
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{
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if (PlayerInput.LeftButtonDown() &&
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if (PlayerInput.LeftButtonHeld() &&
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PlayerInput.KeyUp(Keys.Space))
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{
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//if clicking a selected entity, start moving it
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@@ -134,7 +134,7 @@ namespace Barotrauma
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GUI.DrawLine(spriteBatch, new Vector2(position.X, -(position.Y - GameMain.GraphicsHeight)), new Vector2(position.X, -(position.Y + GameMain.GraphicsHeight)), Color.White);
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if (PlayerInput.LeftButtonDown()) placePosition = position;
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if (PlayerInput.LeftButtonHeld()) placePosition = position;
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}
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else
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{
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@@ -164,7 +164,7 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, newRect, Color.DarkBlue);
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}
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if (PlayerInput.RightButtonDown())
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if (PlayerInput.RightButtonHeld())
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{
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placePosition = Vector2.Zero;
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selected = null;
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@@ -124,7 +124,7 @@ namespace Barotrauma
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if (placePosition == Vector2.Zero)
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{
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if (PlayerInput.LeftButtonDown())
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if (PlayerInput.LeftButtonHeld())
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placePosition = Submarine.MouseToWorldGrid(cam);
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newRect.X = (int)position.X;
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@@ -161,7 +161,7 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth*2, newRect.Height), Color.White);
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GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight*2), Color.White);
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if (PlayerInput.RightButtonDown()) selected = null;
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if (PlayerInput.RightButtonHeld()) selected = null;
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}
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}
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}
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