Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -36,6 +36,8 @@ namespace Barotrauma.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (item.Submarine == null) return;
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int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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@@ -48,12 +50,12 @@ namespace Barotrauma.Items.Components
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Rectangle miniMap = new Rectangle(x + 20, y + 40, width - 40, height - 60);
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float size = Math.Min((float)miniMap.Width / (float)Submarine.Borders.Width, (float)miniMap.Height / (float)Submarine.Borders.Height);
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float size = Math.Min((float)miniMap.Width / (float)item.Submarine.Borders.Width, (float)miniMap.Height / (float)item.Submarine.Borders.Height);
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foreach (Hull hull in Hull.hullList)
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{
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Rectangle hullRect = new Rectangle(
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miniMap.X + (int)((hull.Rect.X - Submarine.HiddenSubPosition.X - Submarine.Borders.X) * size),
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miniMap.Y - (int)((hull.Rect.Y - Submarine.HiddenSubPosition.Y - Submarine.Borders.Y) * size),
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miniMap.X + (int)((hull.Rect.X - Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
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miniMap.Y - (int)((hull.Rect.Y - Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size),
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(int)(hull.Rect.Width * size),
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(int)(hull.Rect.Height * size));
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