(d752a1b58) Fixed lightsprite scale being wrong until the LightComponent is updated for the first time (caused fluorescent lights to look wrong in the sub editor)
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@@ -772,6 +772,25 @@ namespace Barotrauma.Items.Components
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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Entity.Spawner.AddToRemoveQueue(targetItem);
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MoveInputQueue();
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PutItemsToLinkedContainer();
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}
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else
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{
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if (outputContainer.Inventory.Items.All(i => i != null))
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{
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targetItem.Drop(dropper: null);
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}
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else
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{
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outputContainer.Inventory.TryPutItem(targetItem, user: null, createNetworkEvent: true);
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}
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}
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if (targetItem.Prefab.DeconstructItems.Any())
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{
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inputContainer.Inventory.RemoveItem(targetItem);
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@@ -212,6 +212,33 @@ namespace Barotrauma.Items.Components
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}
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}
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public Vector2? PosToMaintain
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{
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get { return posToMaintain; }
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set { posToMaintain = value; }
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}
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struct ObstacleDebugInfo
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{
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public Vector2 Point1;
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public Vector2 Point2;
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public Vector2? Intersection;
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public float Dot;
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public Vector2 AvoidStrength;
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public ObstacleDebugInfo(GraphEdge edge, Vector2? intersection, float dot, Vector2 avoidStrength)
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{
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Point1 = edge.Point1;
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Point2 = edge.Point2;
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Intersection = intersection;
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Dot = dot;
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AvoidStrength = avoidStrength;
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}
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}
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//edge point 1, edge point 2, avoid strength
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private List<ObstacleDebugInfo> debugDrawObstacles = new List<ObstacleDebugInfo>();
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@@ -144,7 +144,7 @@ namespace Barotrauma.Items.Components
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}
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public LightComponent(Item item, XElement element)
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: base (item, element)
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: base(item, element)
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{
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#if CLIENT
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light = new LightSource(element)
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@@ -152,7 +152,8 @@ namespace Barotrauma.Items.Components
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ParentSub = item.CurrentHull?.Submarine,
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Position = item.Position,
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CastShadows = castShadows,
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IsBackground = drawBehindSubs
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IsBackground = drawBehindSubs,
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SpriteScale = Vector2.One * item.Scale
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};
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#endif
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