(42b18ccca) Allow to return to the initial combat mode after retreating. Implement reloading (disabled because only reloads one ammunition) -> TODO: only load ammunition when found in the inventory. Implement a generic method for removing subobjectives and resetting the reference. Refuel the repair tool.
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@@ -174,10 +174,7 @@ namespace Barotrauma
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foreach (LevelObjectPrefab levelObjPrefab in LevelObjectPrefab.List)
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{
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foreach (Sprite sprite in levelObjPrefab.Sprites)
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{
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sprite?.EnsureLazyLoaded();
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}
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levelObjPrefab.Sprite?.EnsureLazyLoaded();
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}
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pointerLightSource = new LightSource(Vector2.Zero, 1000.0f, Color.White, submarine: null);
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@@ -254,7 +251,7 @@ namespace Barotrauma
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CanBeFocused = false,
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};
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Sprite sprite = levelObjPrefab.Sprites.FirstOrDefault() ?? levelObjPrefab.DeformableSprite?.Sprite;
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Sprite sprite = levelObjPrefab.Sprite ?? levelObjPrefab.DeformableSprite?.Sprite;
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GUIImage img = new GUIImage(new RectTransform(new Point(paddedFrame.Rect.Height, paddedFrame.Rect.Height - textBlock.Rect.Height),
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paddedFrame.RectTransform, Anchor.TopCenter), sprite, scaleToFit: true)
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{
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@@ -292,7 +289,7 @@ namespace Barotrauma
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editor.AddCustomContent(commonnessContainer, 1);
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}
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Sprite sprite = levelObjectPrefab.Sprites.FirstOrDefault() ?? levelObjectPrefab.DeformableSprite?.Sprite;
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Sprite sprite = levelObjectPrefab.Sprite ?? levelObjectPrefab.DeformableSprite?.Sprite;
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if (sprite != null)
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{
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editor.AddCustomContent(new GUIButton(new RectTransform(new Point(editor.Rect.Width / 2, 20)),
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@@ -300,6 +297,7 @@ namespace Barotrauma
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{
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OnClicked = (btn, userdata) =>
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{
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GameMain.SpriteEditorScreen.RefreshLists();
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editingSprite = sprite;
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GameMain.SpriteEditorScreen.SelectSprite(editingSprite);
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return true;
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@@ -604,7 +602,7 @@ namespace Barotrauma
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public GUIMessageBox Create()
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{
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var box = new GUIMessageBox(TextManager.Get("LevelEditorCreateLevelObj"), string.Empty,
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new string[] { TextManager.Get("Cancel"), TextManager.Get("Done") }, new Vector2(0.5f, 0.8f));
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new string[] { TextManager.Get("Cancel"), TextManager.Get("Done") }, GameMain.GraphicsWidth / 2, (int)(GameMain.GraphicsHeight * 0.8f));
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box.Content.ChildAnchor = Anchor.TopCenter;
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box.Content.AbsoluteSpacing = 20;
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@@ -620,8 +618,8 @@ namespace Barotrauma
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var texturePathBox = new GUITextBox(new RectTransform(new Point(listBox.Content.Rect.Width, elementSize), listBox.Content.RectTransform));
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foreach (LevelObjectPrefab prefab in LevelObjectPrefab.List)
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{
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if (prefab.Sprites.FirstOrDefault() == null) continue;
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texturePathBox.Text = Path.GetDirectoryName(prefab.Sprites.FirstOrDefault().FilePath);
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if (prefab.Sprite == null) continue;
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texturePathBox.Text = Path.GetDirectoryName(prefab.Sprite.FilePath);
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break;
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}
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@@ -678,8 +676,6 @@ namespace Barotrauma
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doc.WriteTo(writer);
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writer.Flush();
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}
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// Recreate the prefab so that the sprite loads correctly: TODO: consider a better way to do this
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newPrefab = new LevelObjectPrefab(newElement);
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break;
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}
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