Multi-sub transition cinematic, linkedsubs don't have to be docked to the main sub when leaving (being at the same exit is enough), resetting item/serverlog listbox scroll when filtering the list
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@@ -277,6 +277,9 @@ namespace Barotrauma
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saveElement = this.saveElement;
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}
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if (saveElement.Attribute("pos") != null) saveElement.Attribute("pos").Remove();
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saveElement.Add(new XAttribute("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition)));
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var linkedPort = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null);
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@@ -298,7 +301,22 @@ namespace Barotrauma
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if (sub != null)
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{
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bool leaveBehind = false;
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if (!sub.DockedTo.Contains(Submarine.MainSub))
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{
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System.Diagnostics.Debug.Assert(Submarine.MainSub.AtEndPosition || Submarine.MainSub.AtStartPosition);
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if (Submarine.MainSub.AtEndPosition)
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{
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leaveBehind = sub.AtEndPosition != Submarine.MainSub.AtEndPosition;
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}
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else
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{
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leaveBehind = sub.AtStartPosition != Submarine.MainSub.AtStartPosition;
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}
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}
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if (leaveBehind)
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{
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saveElement.Add(new XAttribute("location", Level.Loaded.Seed));
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saveElement.Add(new XAttribute("worldpos", ToolBox.Vector2ToString(sub.SubBody.Position)));
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@@ -19,14 +19,24 @@ namespace Barotrauma
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private float duration;
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public TransitionCinematic(Submarine submarine, Camera cam, float duration)
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: this(new List<Submarine>() { submarine }, cam, duration)
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{
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Vector2 targetPos = submarine.Position;
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if (submarine.AtEndPosition)
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}
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public TransitionCinematic(List<Submarine> submarines, Camera cam, float duration)
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{
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Vector2 targetPos = new Vector2(
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submarines.Sum(s => s.Position.X),
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submarines.Sum(s => s.Position.Y)) / submarines.Count;
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if (!submarines.Any()) return;
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if (submarines.First().AtEndPosition)
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{
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targetPos = Level.Loaded.EndPosition + Vector2.UnitY * 500.0f;
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}
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else if (submarine.AtStartPosition)
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else if (submarines.First().AtStartPosition)
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{
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targetPos = Level.Loaded.StartPosition + Vector2.UnitY * 500.0f;
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}
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@@ -34,16 +44,18 @@ namespace Barotrauma
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this.duration = duration;
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Running = true;
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CoroutineManager.StartCoroutine(UpdateTransitionCinematic(submarine, cam, targetPos));
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CoroutineManager.StartCoroutine(UpdateTransitionCinematic(submarines, cam, targetPos));
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}
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private IEnumerable<object> UpdateTransitionCinematic(Submarine sub, Camera cam, Vector2 targetPos)
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private IEnumerable<object> UpdateTransitionCinematic(List<Submarine> subs, Camera cam, Vector2 targetPos)
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{
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if (!subs.Any()) yield return CoroutineStatus.Success;
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Character.Controlled = null;
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cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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Vector2 diff = targetPos - sub.Position;
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//Vector2 diff = targetPos - sub.Position;
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float targetSpeed = 10.0f;
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Level.Loaded.ShaftBodies[0].Enabled = false;
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@@ -66,17 +78,18 @@ namespace Barotrauma
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cam.Zoom = Math.Max(0.2f, cam.Zoom - CoroutineManager.UnscaledDeltaTime * 0.1f);
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Vector2 cameraPos = sub.Position + Submarine.MainSub.HiddenSubPosition;
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Vector2 cameraPos = subs.First().Position + Submarine.MainSub.HiddenSubPosition;
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cameraPos.Y = Math.Min(cameraPos.Y, ConvertUnits.ToDisplayUnits(Level.Loaded.ShaftBodies[0].Position.Y) - cam.WorldView.Height/2.0f);
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GUI.ScreenOverlayColor = Color.Lerp(Color.TransparentBlack, Color.Black, timer/duration);
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cam.Translate((cameraPos - cam.Position) * CoroutineManager.UnscaledDeltaTime*10.0f);
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if (diff != Vector2.Zero)
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foreach (Submarine sub in subs)
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{
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sub.ApplyForce((Vector2.Normalize(diff) * targetSpeed - sub.Velocity) * 500.0f);
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sub.ApplyForce((Vector2.Normalize(sub.Position - targetPos) * targetSpeed - sub.Velocity) * 500.0f);
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}
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timer += CoroutineManager.UnscaledDeltaTime;
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