(61d00a474) v0.9.7.1
This commit is contained in:
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Barotrauma.Items.Components
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{
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partial class Holdable : IDrawableComponent
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{
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public Vector2 DrawSize
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{
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get { return item.Rect.Size.ToVector2(); }
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}
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public void Draw(SpriteBatch spriteBatch, bool editing, float itemDepth = -1)
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{
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if (!IsActive || picker == null || !CanBeAttached() || !picker.IsKeyDown(InputType.Aim) || picker != Character.Controlled) { return; }
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Vector2 gridPos = picker.Position;
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Vector2 roundedGridPos = new Vector2(
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MathUtils.RoundTowardsClosest(picker.Position.X, Submarine.GridSize.X),
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MathUtils.RoundTowardsClosest(picker.Position.Y, Submarine.GridSize.Y));
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Vector2 attachPos = GetAttachPosition(picker);
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if (item.Submarine == null)
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{
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Structure attachTarget = Structure.GetAttachTarget(item.WorldPosition);
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if (attachTarget != null)
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{
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if (attachTarget.Submarine != null)
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{
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//set to submarine-relative position
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gridPos += attachTarget.Submarine.Position;
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roundedGridPos += attachTarget.Submarine.Position;
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attachPos += attachTarget.Submarine.Position;
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}
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}
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}
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else
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{
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gridPos += item.Submarine.Position;
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roundedGridPos += item.Submarine.Position;
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attachPos += item.Submarine.Position;
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}
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Submarine.DrawGrid(spriteBatch, 14, gridPos, roundedGridPos, alpha: 0.7f);
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item.Sprite.Draw(
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spriteBatch,
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new Vector2(attachPos.X, -attachPos.Y),
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item.SpriteColor * 0.5f,
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0.0f, item.Scale, SpriteEffects.None, 0.0f);
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GUI.DrawRectangle(spriteBatch, new Vector2(attachPos.X - 2, -attachPos.Y - 2), Vector2.One * 5, GUI.Style.Red, thickness: 3);
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}
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public void ClientWrite(IWriteMessage msg, object[] extraData = null)
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{
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if (!attachable || body == null) { return; }
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Vector2 attachPos = (Vector2)extraData[2];
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msg.Write(attachPos.X);
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msg.Write(attachPos.Y);
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}
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public override void ClientRead(ServerNetObject type, IReadMessage msg, float sendingTime)
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{
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base.ClientRead(type, msg, sendingTime);
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bool shouldBeAttached = msg.ReadBoolean();
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Vector2 simPosition = new Vector2(msg.ReadSingle(), msg.ReadSingle());
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if (!attachable)
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{
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DebugConsole.ThrowError("Received an attachment event for an item that's not attachable.");
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return;
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}
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if (shouldBeAttached)
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{
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if (!attached)
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{
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Drop(false, null);
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item.SetTransform(simPosition, 0.0f);
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AttachToWall();
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}
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}
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else
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{
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if (attached)
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{
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DropConnectedWires(null);
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if (body != null)
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{
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item.body = body;
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item.body.Enabled = true;
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}
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IsActive = false;
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DeattachFromWall();
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}
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}
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}
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}
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}
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@@ -0,0 +1,123 @@
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using Barotrauma.Particles;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class RangedWeapon : ItemComponent
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{
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private Sprite crosshairSprite, crosshairPointerSprite;
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private Vector2 crosshairPos, crosshairPointerPos;
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private float currentCrossHairScale, currentCrossHairPointerScale;
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private readonly List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
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[Serialize(1.0f, false, description: "The scale of the crosshair sprite (if there is one).")]
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public float CrossHairScale
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{
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get;
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private set;
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}
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partial void InitProjSpecific(XElement element)
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{
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "crosshair":
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{
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string texturePath = subElement.GetAttributeString("texture", "");
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crosshairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.FilePath));
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}
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break;
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case "crosshairpointer":
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{
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string texturePath = subElement.GetAttributeString("texture", "");
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crosshairPointerSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.FilePath));
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}
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break;
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case "particleemitter":
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particleEmitters.Add(new ParticleEmitter(subElement));
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break;
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}
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}
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}
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public override void UpdateHUD(Character character, float deltaTime, Camera cam)
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{
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currentCrossHairScale = currentCrossHairPointerScale = cam == null ? 1.0f : cam.Zoom;
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if (crosshairSprite != null)
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{
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Vector2 aimRefWorldPos = character.AimRefPosition;
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if (character.Submarine != null) { aimRefWorldPos += character.Submarine.Position; }
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Vector2 itemPos = cam.WorldToScreen(aimRefWorldPos);
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float rotation = (item.body.Dir == 1.0f) ? item.body.Rotation : item.body.Rotation - MathHelper.Pi;
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Vector2 barrelDir = new Vector2((float)Math.Cos(rotation), -(float)Math.Sin(rotation));
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Vector2 mouseDiff = itemPos - PlayerInput.MousePosition;
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crosshairPos = new Vector2(
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MathHelper.Clamp(itemPos.X + barrelDir.X * mouseDiff.Length(), 0, GameMain.GraphicsWidth),
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MathHelper.Clamp(itemPos.Y + barrelDir.Y * mouseDiff.Length(), 0, GameMain.GraphicsHeight));
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float spread = GetSpread(character);
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Projectile projectile = FindProjectile();
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if (projectile != null)
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{
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spread += MathHelper.ToRadians(projectile.Spread);
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}
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float crossHairDist = Vector2.Distance(item.WorldPosition, cam.ScreenToWorld(crosshairPos));
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float spreadDist = (float)Math.Sin(spread) * crossHairDist;
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currentCrossHairPointerScale = MathHelper.Clamp(spreadDist / Math.Min(crosshairSprite.size.X, crosshairSprite.size.Y), 0.1f, 10.0f);
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}
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currentCrossHairScale *= CrossHairScale;
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crosshairPointerPos = PlayerInput.MousePosition;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (crosshairSprite == null) { return; }
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if (character == null || !character.IsKeyDown(InputType.Aim)) { return; }
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//camera focused on some other item/device, don't draw the crosshair
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if (character.ViewTarget != null && (character.ViewTarget is Item item) && item.Prefab.FocusOnSelected) { return; }
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GUI.HideCursor = (crosshairSprite != null || crosshairPointerSprite != null) &&
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GUI.MouseOn == null && !Inventory.IsMouseOnInventory() && !GameMain.Instance.Paused;
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if (GUI.HideCursor)
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{
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crosshairSprite?.Draw(spriteBatch, crosshairPos, Color.White, 0, currentCrossHairScale);
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crosshairPointerSprite?.Draw(spriteBatch, crosshairPointerPos, 0, currentCrossHairPointerScale);
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}
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}
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partial void LaunchProjSpecific()
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{
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Vector2 particlePos = item.WorldPosition + ConvertUnits.ToDisplayUnits(TransformedBarrelPos);
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float rotation = -item.body.Rotation;
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if (item.body.Dir < 0.0f) { rotation += MathHelper.Pi; }
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foreach (ParticleEmitter emitter in particleEmitters)
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{
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emitter.Emit(1.0f, particlePos, hullGuess: null, angle: rotation, particleRotation: rotation);
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}
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}
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protected override void RemoveComponentSpecific()
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{
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crosshairSprite?.Remove();
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crosshairSprite = null;
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crosshairPointerSprite?.Remove();
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crosshairSprite = null;
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}
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}
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}
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