Unstable 0.16.3.0
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@@ -370,8 +370,22 @@ namespace Barotrauma.Items.Components
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item.SendSignal(new Signal((ConvertUnits.ToDisplayUnits(sub.Velocity.X * Physics.DisplayToRealWorldRatio) * 3.6f).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_velocity_x");
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item.SendSignal(new Signal((ConvertUnits.ToDisplayUnits(sub.Velocity.Y * Physics.DisplayToRealWorldRatio) * -3.6f).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_velocity_y");
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item.SendSignal(new Signal((sub.WorldPosition.X * Physics.DisplayToRealWorldRatio).ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_x");
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item.SendSignal(new Signal(sub.RealWorldDepth.ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_y");
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Vector2 pos = new Vector2(sub.WorldPosition.X * Physics.DisplayToRealWorldRatio, sub.RealWorldDepth);
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if (sonar != null && sonar.UseTransducers && sonar.CenterOnTransducers && sonar.ConnectedTransducers.Any())
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{
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pos = Vector2.Zero;
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foreach (var connectedTransducer in sonar.ConnectedTransducers)
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{
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pos += connectedTransducer.Item.WorldPosition;
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}
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pos /= sonar.ConnectedTransducers.Count();
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pos = new Vector2(
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pos.X * Physics.DisplayToRealWorldRatio,
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Level.Loaded?.GetRealWorldDepth(pos.Y) ?? (-pos.Y * Physics.DisplayToRealWorldRatio));
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}
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item.SendSignal(new Signal(pos.X.ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_x");
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item.SendSignal(new Signal(pos.Y.ToString("0.0000", CultureInfo.InvariantCulture), sender: user), "current_position_y");
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}
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// if our tactical AI pilot has left, revert back to maintaining position
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