Giving crew members an ID card with clearances based on spawnpoint, level collision bugfixes, level exit/enter "shafts", moar entity ID bugfixes
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@@ -56,8 +56,7 @@ namespace Subsurface.Items.Components
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float scale = 0.01f;
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List<Vector2[]> edges = Level.Loaded.GetCellEdges(-Level.Loaded.Position, 5);
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Vector2 offset = Vector2.Zero; //Level.Loaded.position;
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//offset.Y = -offset.Y;
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Vector2 offset = Vector2.Zero;
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for (int i = 0; i < edges.Count; i++)
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{
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@@ -144,6 +144,11 @@ namespace Subsurface
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get { return prefab.IsLinkable; }
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}
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public override string ToString()
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{
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return Name +"("+ID+")";
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}
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public List<IPropertyObject> AllPropertyObjects
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{
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get
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@@ -322,6 +327,11 @@ namespace Subsurface
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return CurrentHull;
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}
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public void AddTag(string tag)
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{
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if (tags.Contains(tag)) return;
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tags.Add(tag);
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}
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public bool HasTag(string tag)
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{
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