Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -55,7 +55,7 @@ namespace Barotrauma
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state = 2;
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break;
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case 2:
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if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return;
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if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
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Finished();
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state = 3;
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@@ -96,7 +96,7 @@ namespace Barotrauma
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public override void End()
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{
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if (Submarine.Loaded != null && Submarine.Loaded.AtEndPosition)
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if (Submarine.MainSub != null && Submarine.MainSub.AtEndPosition)
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{
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int deliveredItemCount = items.Count(i => i.CurrentHull != null && i.Condition > 0.0f);
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@@ -44,7 +44,7 @@ namespace Barotrauma
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radarPosition = monster.Position;
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}
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else if (GameMain.Client == null)
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{ Vector2 diff = monster.WorldPosition-Submarine.Loaded.WorldPosition;
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{ Vector2 diff = monster.WorldPosition - Submarine.MainSub.WorldPosition;
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monster.Enabled = FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) < NetConfig.CharacterIgnoreDistance;
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}
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@@ -69,7 +69,7 @@ namespace Barotrauma
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state = 1;
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break;
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case 1:
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if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return;
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if (!Submarine.MainSub.AtEndPosition && !Submarine.MainSub.AtStartPosition) return;
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ShowMessage(state);
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state = 2;
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break;
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@@ -83,7 +83,7 @@ namespace Barotrauma
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{
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if (monster.IsDead) continue;
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if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.Loaded.WorldPosition) < 5000.0f) isStarted = true;
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if (!isStarted && Vector2.Distance(monster.WorldPosition, Submarine.MainSub.WorldPosition) < 5000.0f) isStarted = true;
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monstersDead = false;
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break;
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