Unstable 0.17.0.0
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@@ -26,7 +26,7 @@ namespace Barotrauma
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{
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get
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{
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if (GameMain.SubEditorScreen.IsSubcategoryHidden(prefab.Subcategory))
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if (GameMain.SubEditorScreen.IsSubcategoryHidden(Prefab.Subcategory))
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{
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return false;
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}
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@@ -38,9 +38,9 @@ namespace Barotrauma
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}
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#if DEBUG
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[Editable, Serialize("", true)]
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[Editable, Serialize("", IsPropertySaveable.Yes)]
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#else
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[Serialize("", true)]
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[Serialize("", IsPropertySaveable.Yes)]
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#endif
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public string SpecialTag
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{
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@@ -50,7 +50,7 @@ namespace Barotrauma
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partial void InitProjSpecific()
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{
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Prefab.sprite?.EnsureLazyLoaded();
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Prefab.Sprite?.EnsureLazyLoaded();
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Prefab.BackgroundSprite?.EnsureLazyLoaded();
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foreach (var decorativeSprite in Prefab.DecorativeSprites)
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@@ -120,13 +120,13 @@ namespace Barotrauma
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{
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CanTakeKeyBoardFocus = false
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};
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var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUI.LargeFont) { UserData = this };
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var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, titleFont: GUIStyle.LargeFont) { UserData = this };
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if (Submarine.MainSub?.Info?.Type == SubmarineType.OutpostModule)
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{
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GUITickBox tickBox = new GUITickBox(new RectTransform(new Point(listBox.Content.Rect.Width, 10)), TextManager.Get("sp.structure.removeiflinkedoutpostdoorinuse.name"))
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{
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Font = GUI.SmallFont,
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Font = GUIStyle.SmallFont,
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Selected = RemoveIfLinkedOutpostDoorInUse,
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ToolTip = TextManager.Get("sp.structure.removeiflinkedoutpostdoorinuse.description"),
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OnSelected = (tickBox) =>
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@@ -246,7 +246,7 @@ namespace Barotrauma
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (prefab.sprite == null) { return; }
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if (Prefab.Sprite == null) { return; }
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if (editing)
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{
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@@ -265,17 +265,17 @@ namespace Barotrauma
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private float GetRealDepth()
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{
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return SpriteDepthOverrideIsSet ? SpriteOverrideDepth : prefab.sprite.Depth;
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return SpriteDepthOverrideIsSet ? SpriteOverrideDepth : Prefab.Sprite.Depth;
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}
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public float GetDrawDepth()
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{
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return GetDrawDepth(GetRealDepth(), prefab.sprite);
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return GetDrawDepth(GetRealDepth(), Prefab.Sprite);
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}
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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{
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if (prefab.sprite == null) { return; }
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if (Prefab.Sprite == null) { return; }
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if (editing)
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{
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if (!SubEditorScreen.IsLayerVisible(this)) { return; }
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@@ -284,7 +284,7 @@ namespace Barotrauma
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}
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else if (HiddenInGame) { return; }
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Color color = IsIncludedInSelection && editing ? GUI.Style.Blue : IsHighlighted ? GUI.Style.Orange * Math.Max(spriteColor.A / (float) byte.MaxValue, 0.1f) : spriteColor;
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Color color = IsIncludedInSelection && editing ? GUIStyle.Blue : IsHighlighted ? GUIStyle.Orange * Math.Max(spriteColor.A / (float) byte.MaxValue, 0.1f) : spriteColor;
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if (IsSelected && editing)
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{
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@@ -371,8 +371,8 @@ namespace Barotrauma
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if (back == GetRealDepth() > 0.5f)
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{
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SpriteEffects oldEffects = prefab.sprite.effects;
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prefab.sprite.effects ^= SpriteEffects;
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SpriteEffects oldEffects = Prefab.Sprite.effects;
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Prefab.Sprite.effects ^= SpriteEffects;
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for (int i = 0; i < Sections.Length; i++)
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{
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@@ -410,10 +410,10 @@ namespace Barotrauma
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if (FlippedX && IsHorizontal) { sectionOffset.X = drawSection.Right - rect.Right; }
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if (FlippedY && !IsHorizontal) { sectionOffset.Y = (rect.Y - rect.Height) - (drawSection.Y - drawSection.Height); }
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.Sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.Sprite.SourceRect.Height);
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prefab.sprite.DrawTiled(
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Prefab.Sprite.DrawTiled(
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spriteBatch,
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new Vector2(drawSection.X + drawOffset.X, -(drawSection.Y + drawOffset.Y)),
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new Vector2(drawSection.Width, drawSection.Height),
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@@ -429,10 +429,10 @@ namespace Barotrauma
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float rotation = decorativeSprite.GetRotation(ref spriteAnimState[decorativeSprite].RotationState, spriteAnimState[decorativeSprite].RandomRotationFactor);
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Vector2 offset = decorativeSprite.GetOffset(ref spriteAnimState[decorativeSprite].OffsetState, spriteAnimState[decorativeSprite].RandomOffsetMultiplier) * Scale;
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decorativeSprite.Sprite.Draw(spriteBatch, new Vector2(DrawPosition.X + offset.X, -(DrawPosition.Y + offset.Y)), color,
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rotation, decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale, prefab.sprite.effects,
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depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - prefab.sprite.Depth), 0.999f));
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rotation, decorativeSprite.GetScale(spriteAnimState[decorativeSprite].RandomScaleFactor) * Scale, Prefab.Sprite.effects,
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depth: Math.Min(depth + (decorativeSprite.Sprite.Depth - Prefab.Sprite.Depth), 0.999f));
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}
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prefab.sprite.effects = oldEffects;
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Prefab.Sprite.effects = oldEffects;
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}
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if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.5f)
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@@ -473,13 +473,13 @@ namespace Barotrauma
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DecorativeSprite.UpdateSpriteStates(Prefab.DecorativeSpriteGroups, spriteAnimState, ID, deltaTime, ConditionalMatches);
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foreach (int spriteGroup in Prefab.DecorativeSpriteGroups.Keys)
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{
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for (int i = 0; i < Prefab.DecorativeSpriteGroups[spriteGroup].Count; i++)
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for (int i = 0; i < Prefab.DecorativeSpriteGroups[spriteGroup].Length; i++)
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{
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var decorativeSprite = Prefab.DecorativeSpriteGroups[spriteGroup][i];
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if (decorativeSprite == null) { continue; }
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if (spriteGroup > 0)
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{
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int activeSpriteIndex = ID % Prefab.DecorativeSpriteGroups[spriteGroup].Count;
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int activeSpriteIndex = ID % Prefab.DecorativeSpriteGroups[spriteGroup].Length;
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if (i != activeSpriteIndex)
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{
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spriteAnimState[decorativeSprite].IsActive = false;
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