- Crewcommander close button & info text notifying about the hotkey
- Doors can only be selected when they are broken - Fixed crashing when placing a door while no sub is loaded - Generating waypoints for an empty sub won't crash the game - Drawing characterHUD in editor
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@@ -10,11 +10,13 @@ namespace Barotrauma
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{
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class CrewCommander
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{
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CrewManager crewManager;
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private CrewManager crewManager;
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GUIFrame frame;
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private GUIFrame frame;
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//GUIListBox characterList;
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private bool infoTextShown;
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private int characterFrameBottom;
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public GUIFrame Frame
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@@ -39,6 +41,12 @@ namespace Barotrauma
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if (IsOpen)
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{
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if (!infoTextShown)
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{
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GUI.AddMessage("Press " + GameMain.Config.KeyBind(InputType.CrewOrders) + " to open/close the command menu", Color.Cyan, 5.0f);
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infoTextShown = true;
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}
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if (frame == null) CreateGUIFrame();
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UpdateCharacters();
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}
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@@ -48,7 +56,14 @@ namespace Barotrauma
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{
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frame = new GUIFrame(Rectangle.Empty, Color.Black * 0.6f);
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frame.Padding = new Vector4(200.0f, 100.0f, 200.0f, 100.0f);
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GUIButton closeButton = new GUIButton(new Rectangle(0, 50, 100, 20), "Close", GUI.Style, frame);
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closeButton.OnClicked = (GUIButton button, object userData) =>
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{
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ToggleGUIFrame();
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return false;
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};
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//UpdateCharacters();
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int buttonWidth = 130;
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@@ -62,7 +77,7 @@ namespace Barotrauma
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Order.PrefabList.FindAll(o => o.ItemComponentType == null) :
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Order.PrefabList.FindAll(o=> o.ItemComponentType != null);
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int startX = (int)-(buttonWidth * orders.Count + spacing * (orders.Count - 1)) / 2;
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int startX = -(buttonWidth * orders.Count + spacing * (orders.Count - 1)) / 2;
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int i=0;
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foreach (Order order in orders)
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@@ -7,7 +7,6 @@ using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Lights;
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using System.Collections.Generic;
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namespace Barotrauma.Items.Components
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{
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@@ -250,6 +249,12 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override bool Select(Character character)
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{
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//can only be selected if the item is broken
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return item.Condition <= 0.0f;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (!isStuck)
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@@ -130,7 +130,7 @@ namespace Barotrauma
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placePosition = Vector2.Zero;
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item.Submarine = Submarine.Loaded;
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item.SetTransform(ConvertUnits.ToSimUnits(item.Position - Submarine.Loaded.Position), 0.0f);
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item.SetTransform(ConvertUnits.ToSimUnits(Submarine.Loaded == null ? item.Position : item.Position - Submarine.Loaded.Position), 0.0f);
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item.FindHull();
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//selected = null;
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@@ -287,6 +287,12 @@ namespace Barotrauma
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public static void GenerateSubWaypoints()
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{
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if (!Hull.hullList.Any())
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{
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DebugConsole.ThrowError("Couldn't generate waypoints: no hulls found.");
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return;
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}
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List<WayPoint> existingWaypoints = WayPointList.FindAll(wp => wp.spawnType == SpawnType.Path);
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foreach (WayPoint wayPoint in existingWaypoints)
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{
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@@ -467,8 +467,6 @@ namespace Barotrauma
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GUIpanel.Draw(spriteBatch);
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if (selectedTab > -1) GUItabs[selectedTab].Draw(spriteBatch);
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//EntityPrefab.DrawList(spriteBatch, new Vector2(20,50));
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if (characterMode)
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@@ -497,12 +495,15 @@ namespace Barotrauma
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dummyCharacter.SelectedConstruction = null;
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}
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}
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}
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dummyCharacter.DrawHUD(spriteBatch, cam);
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}
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else
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{
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if (selectedTab > -1) GUItabs[selectedTab].Draw(spriteBatch);
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MapEntity.Edit(spriteBatch, cam);
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}
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