Fixed docking ports disconnecting when a submarine is flipped
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@@ -123,6 +123,27 @@ namespace Barotrauma.Items.Components
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list.Add(this);
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}
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public override void FlipX()
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{
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base.FlipX();
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if (dockingTarget != null)
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{
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if (joint != null)
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{
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CreateJoint(joint is WeldJoint);
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}
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else if (dockingTarget.joint != null)
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{
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if (!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyA) ||
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!GameMain.World.BodyList.Contains(dockingTarget.joint.BodyB))
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{
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dockingTarget.CreateJoint(dockingTarget.joint is WeldJoint);
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}
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}
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}
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}
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private DockingPort FindAdjacentPort()
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{
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foreach (DockingPort port in list)
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@@ -225,8 +246,6 @@ namespace Barotrauma.Items.Components
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Math.Sign(dockingTarget.item.WorldPosition.Y - item.WorldPosition.Y);
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dockingTarget.dockingDir = -dockingDir;
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GameMain.World.RemoveJoint(joint);
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PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
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ConnectWireBetweenPorts();
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@@ -244,6 +263,12 @@ namespace Barotrauma.Items.Components
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private void CreateJoint(bool useWeldJoint)
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{
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if (joint != null)
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{
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GameMain.World.RemoveJoint(joint);
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joint = null;
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}
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Vector2 offset = (IsHorizontal ?
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Vector2.UnitX * dockingDir :
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Vector2.UnitY * dockingDir);
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