(19307be45) Implement random wearable variants. Should be synced with the server by using the same random seed. Add a console command "loadwearable" as a development feature (could also be used by modders) to enforce a certain variant. Refresh wearable sprite paths when the items are reloaded.
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@@ -87,7 +87,6 @@ namespace Barotrauma
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public string FullPath { get; private set; }
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public override string ToString()
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{
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return FilePath + ": " + sourceRect;
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@@ -107,25 +106,7 @@ namespace Barotrauma
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{
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this.lazyLoad = lazyLoad;
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SourceElement = element;
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if (file == "")
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{
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file = SourceElement.GetAttributeString("texture", "");
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}
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if (file == "")
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{
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DebugConsole.ThrowError("Sprite " + SourceElement + " doesn't have a texture specified!");
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return;
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}
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if (!string.IsNullOrEmpty(path))
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{
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if (!path.EndsWith("/")) path += "/";
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}
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FilePath = path + file;
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if (!string.IsNullOrEmpty(FilePath))
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{
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FullPath = Path.GetFullPath(FilePath);
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}
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if (!ParseTexturePath(path, file)) { return; }
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Name = SourceElement.GetAttributeString("name", null);
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Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
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preMultipliedAlpha = preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true);
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@@ -269,6 +250,29 @@ namespace Barotrauma
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ID = GetID(SourceElement);
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}
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}
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public bool ParseTexturePath(string path = "", string file = "")
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{
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if (file == "")
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{
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file = SourceElement.GetAttributeString("texture", "");
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}
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if (file == "")
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{
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DebugConsole.ThrowError("Sprite " + SourceElement + " doesn't have a texture specified!");
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return false;
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}
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if (!string.IsNullOrEmpty(path))
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{
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if (!path.EndsWith("/")) path += "/";
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}
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FilePath = path + file;
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if (!string.IsNullOrEmpty(FilePath))
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{
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FullPath = Path.GetFullPath(FilePath);
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}
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return true;
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}
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}
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}
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