(f417b026f) Fetched: Changes for playing video tutorial from local branch
This commit is contained in:
@@ -93,7 +93,7 @@ namespace Barotrauma.Items.Components
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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Color color = item.SpriteColor;
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Color color = Color.White;
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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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@@ -108,7 +108,7 @@ namespace Barotrauma.Items.Components
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weldSpritePos.Y = -weldSpritePos.Y;
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weldedSprite.Draw(spriteBatch,
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weldSpritePos, item.SpriteColor * (stuck / 100.0f), scale: item.Scale);
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weldSpritePos, Color.White * (stuck / 100.0f), scale: item.Scale);
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}
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if (openState == 1.0f)
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@@ -313,7 +313,7 @@ namespace Barotrauma.Items.Components
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if (sound == null) { return 0.0f; }
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if (sound.VolumeProperty == "") { return sound.VolumeMultiplier; }
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if (SerializableProperties.TryGetValue(sound.VolumeProperty, out SerializableProperty property))
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if (properties.TryGetValue(sound.VolumeProperty, out SerializableProperty property))
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{
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float newVolume = 0.0f;
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try
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@@ -331,18 +331,8 @@ namespace Barotrauma.Items.Components
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spriteBatch.GraphicsDevice.ScissorRectangle = container.Rect;
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spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
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//make the pointer jitter a bit if it's at the upper limit of the fission rate
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float jitter = 0.0f;
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if (FissionRate > allowedFissionRate.Y - 5.0f)
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{
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float jitterAmount = Math.Min(targetFissionRate - allowedFissionRate.Y, 10.0f);
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float t = graphTimer / updateGraphInterval;
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jitter = (PerlinNoise.GetPerlin(t * 0.5f, t * 0.1f) - 0.5f) * jitterAmount;
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}
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DrawMeter(spriteBatch, container.Rect,
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fissionRateMeter, FissionRate + jitter, new Vector2(0.0f, 100.0f), optimalFissionRate, allowedFissionRate);
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fissionRateMeter, FissionRate, new Vector2(0.0f, 100.0f), optimalFissionRate, allowedFissionRate);
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spriteBatch.End();
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spriteBatch.GraphicsDevice.ScissorRectangle = prevScissorRect;
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@@ -402,12 +392,12 @@ namespace Barotrauma.Items.Components
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Vector2 pos = new Vector2(rect.Center.X, rect.Y + meterSprite.Origin.Y * scale);
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Vector2 optimalRangeNormalized = new Vector2(
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MathHelper.Clamp((optimalRange.X - range.X) / (range.Y - range.X), 0.0f, 0.95f),
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MathHelper.Clamp((optimalRange.Y - range.X) / (range.Y - range.X), 0.0f, 1.0f));
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(optimalRange.X - range.X) / (range.Y - range.X),
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(optimalRange.Y - range.X) / (range.Y - range.X));
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Vector2 allowedRangeNormalized = new Vector2(
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MathHelper.Clamp((allowedRange.X - range.X) / (range.Y - range.X), 0.0f, 0.95f),
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MathHelper.Clamp((allowedRange.Y - range.X) / (range.Y - range.X), 0.0f, 1.0f));
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(allowedRange.X - range.X) / (range.Y - range.X),
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(allowedRange.Y - range.X) / (range.Y - range.X));
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Vector2 sectorRad = new Vector2(-1.57f, 1.57f);
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@@ -427,10 +417,10 @@ namespace Barotrauma.Items.Components
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{
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spriteBatch.End();
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Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
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spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(0, 0, GameMain.GraphicsWidth, (int)(pos.Y + (meterSprite.size.Y - meterSprite.Origin.Y) * scale) - 3);
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spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(0,0,GameMain.GraphicsWidth, (int)(pos.Y + (meterSprite.size.Y - meterSprite.Origin.Y) * scale));
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spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
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sectorSprite.Draw(spriteBatch, pos, Color.LightGreen, MathHelper.PiOver2 + (allowedSectorRad.X + allowedSectorRad.Y) / 2.0f, scale);
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sectorSprite.Draw(spriteBatch, pos, Color.LightGreen, MathHelper.PiOver2, scale);
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sectorSprite.Draw(spriteBatch, pos, Color.Orange, optimalSectorRad.X, scale);
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sectorSprite.Draw(spriteBatch, pos, Color.Red, allowedSectorRad.X, scale);
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@@ -785,9 +785,8 @@ namespace Barotrauma.Items.Components
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (!limb.body.Enabled) { continue; }
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float pointDist = ((limb.WorldPosition - pingSource) * displayScale).LengthSquared();
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if (limb.SimPosition == Vector2.Zero || pointDist > DisplayRadius * DisplayRadius) continue;
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if (pointDist > prevPingRadiusSqr && pointDist < pingRadiusSqr)
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@@ -484,14 +484,26 @@ namespace Barotrauma.Items.Components
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user = Character.Controlled;
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}
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}
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if (!AutoPilot && Character.DisableControls && GUI.KeyboardDispatcher.Subscriber == null)
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if (!AutoPilot && Character.DisableControls)
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{
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steeringAdjustSpeed = character == null ? 0.2f : MathHelper.Lerp(0.2f, 1.0f, character.GetSkillLevel("helm") / 100.0f);
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Vector2 input = Vector2.Zero;
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if (PlayerInput.KeyDown(InputType.Left)) { input -= Vector2.UnitX; }
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if (PlayerInput.KeyDown(InputType.Right)) { input += Vector2.UnitX; }
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if (PlayerInput.KeyDown(InputType.Up)) { input += Vector2.UnitY; }
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if (PlayerInput.KeyDown(InputType.Down)) { input -= Vector2.UnitY; }
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if (PlayerInput.KeyDown(InputType.Left))
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{
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input -= Vector2.UnitX;
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}
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if (PlayerInput.KeyDown(InputType.Right))
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{
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input += Vector2.UnitX;
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}
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if (PlayerInput.KeyDown(InputType.Up))
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{
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input += Vector2.UnitY;
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}
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if (PlayerInput.KeyDown(InputType.Down))
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{
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input -= Vector2.UnitY;
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}
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if (PlayerInput.KeyDown(Keys.LeftShift))
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{
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SteeringInput += input * deltaTime * 200;
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@@ -1,6 +1,4 @@
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using Barotrauma.Networking;
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using Barotrauma.Particles;
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using Lidgren.Network;
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using Barotrauma.Particles;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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@@ -114,7 +112,8 @@ namespace Barotrauma.Items.Components
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System.Diagnostics.Debug.Assert(GuiFrame.GetChild(0) is GUILayoutGroup, "Repair UI hierarchy has changed, could not find skill texts");
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foreach (GUIComponent c in GuiFrame.GetChild(0).Children)
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{
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if (!(c.UserData is Skill skill)) continue;
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Skill skill = c.UserData as Skill;
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if (skill == null) continue;
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GUITextBlock textBlock = (GUITextBlock)c;
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if (character.GetSkillLevel(skill.Identifier) < skill.Level)
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@@ -127,15 +126,5 @@ namespace Barotrauma.Items.Components
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}
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}
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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deteriorationTimer = msg.ReadSingle();
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}
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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//no need to write anything, just letting the server know we started repairing
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}
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}
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}
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@@ -181,7 +181,7 @@ namespace Barotrauma.Items.Components
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Dictionary<AfflictionPrefab, float> combinedAfflictionStrengths = new Dictionary<AfflictionPrefab, float>();
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foreach (Affliction affliction in allAfflictions)
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{
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if (affliction.Strength < affliction.Prefab.ShowInHealthScannerThreshold || affliction.Strength <= 0.0f) continue;
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if (affliction.Strength < affliction.Prefab.ActivationThreshold || affliction.Strength <= 0.0f) continue;
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if (combinedAfflictionStrengths.ContainsKey(affliction.Prefab))
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{
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combinedAfflictionStrengths[affliction.Prefab] += affliction.Strength;
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@@ -237,13 +237,13 @@ namespace Barotrauma.Items.Components
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railSprite?.Draw(spriteBatch,
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drawPos,
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item.SpriteColor,
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Color.White,
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rotation + MathHelper.PiOver2, item.Scale,
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SpriteEffects.None, item.SpriteDepth + (railSprite.Depth - item.Sprite.Depth));
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barrelSprite?.Draw(spriteBatch,
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drawPos - new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) * recoilOffset * item.Scale,
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item.SpriteColor,
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drawPos - new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)) * recoilOffset * item.Scale,
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Color.White,
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rotation + MathHelper.PiOver2, item.Scale,
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SpriteEffects.None, item.SpriteDepth + (barrelSprite.Depth - item.Sprite.Depth));
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@@ -288,10 +288,7 @@ namespace Barotrauma.Items.Components
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availableAmmo.AddRange(itemContainer.Inventory.Items);
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}
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float chargeRate =
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powerConsumption <= 0.0f ?
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1.0f :
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batteryCapacity > 0.0f ? batteryCharge / batteryCapacity : 0.0f;
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float chargeRate = powerConsumption <= 0.0f ? 1.0f : batteryCharge / batteryCapacity;
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bool charged = batteryCharge * 3600.0f > powerConsumption;
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bool readyToFire = reload <= 0.0f && charged && availableAmmo.Any(p => p != null);
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if (ShowChargeIndicator && PowerConsumption > 0.0f)
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