(965c31410a) Unstable v0.10.4.0
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@@ -48,6 +48,8 @@ namespace Barotrauma.Items.Components
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private void UpdateConvexHulls()
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{
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if (item.Removed) { return; }
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doorRect = new Rectangle(
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item.Rect.Center.X - (int)(doorSprite.size.X / 2 * item.Scale),
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item.Rect.Y - item.Rect.Height / 2 + (int)(doorSprite.size.Y / 2.0f * item.Scale),
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@@ -92,8 +94,8 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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if (convexHull == null) return;
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if (convexHull == null) { return; }
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if (rect.Height == 0 || rect.Width == 0)
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{
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@@ -128,7 +130,7 @@ namespace Barotrauma.Items.Components
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if (brokenSprite == null)
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{
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//broken doors turn black if no broken sprite has been configured
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color *= (item.Condition / item.Prefab.Health);
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color *= (item.Condition / item.MaxCondition);
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color.A = 255;
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}
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@@ -162,10 +164,10 @@ namespace Barotrauma.Items.Components
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color, 0.0f, doorSprite.Origin, item.Scale, SpriteEffects.None, doorSprite.Depth);
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}
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if (brokenSprite != null && item.Health < item.Prefab.Health)
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if (brokenSprite != null && item.Health < item.MaxCondition)
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{
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Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f, 1.0f - item.Health / item.Prefab.Health) : Vector2.One;
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float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.Prefab.Health : 1.0f;
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Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f, 1.0f - item.Health / item.MaxCondition) : Vector2.One;
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float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.MaxCondition : 1.0f;
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spriteBatch.Draw(brokenSprite.Texture, pos,
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new Rectangle((int)(brokenSprite.SourceRect.X + brokenSprite.size.X * openState), brokenSprite.SourceRect.Y,
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(int)(brokenSprite.size.X * (1.0f - openState)), (int)brokenSprite.size.Y),
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@@ -188,10 +190,10 @@ namespace Barotrauma.Items.Components
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color, 0.0f, doorSprite.Origin, item.Scale, SpriteEffects.None, doorSprite.Depth);
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}
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if (brokenSprite != null && item.Health < item.Prefab.Health)
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if (brokenSprite != null && item.Health < item.MaxCondition)
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{
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Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f - item.Health / item.Prefab.Health, 1.0f) : Vector2.One;
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float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.Prefab.Health : 1.0f;
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Vector2 scale = scaleBrokenSprite ? new Vector2(1.0f - item.Health / item.MaxCondition, 1.0f) : Vector2.One;
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float alpha = fadeBrokenSprite ? 1.0f - item.Health / item.MaxCondition : 1.0f;
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spriteBatch.Draw(brokenSprite.Texture, pos,
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new Rectangle(brokenSprite.SourceRect.X, (int)(brokenSprite.SourceRect.Y + brokenSprite.size.Y * openState),
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(int)brokenSprite.size.X, (int)(brokenSprite.size.Y * (1.0f - openState))),
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