Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -366,7 +366,7 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < Nodes.Count; i++)
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{
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Vector2 worldPos = Nodes[i];
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if (Submarine.Loaded != null) worldPos += Submarine.Loaded.Position + Submarine.HiddenSubPosition;
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if (item.Submarine != null) worldPos += item.Submarine.Position + Submarine.HiddenSubPosition;
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worldPos.Y = -worldPos.Y;
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GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
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@@ -407,7 +407,7 @@ namespace Barotrauma.Items.Components
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MapEntity.DisableSelect = true;
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//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.HiddenSubPosition - Submarine.Loaded.Position;// Nodes[(int)selectedNodeIndex];
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.HiddenSubPosition - item.Submarine.Position;// Nodes[(int)selectedNodeIndex];
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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@@ -428,10 +428,10 @@ namespace Barotrauma.Items.Components
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private void DrawSection(SpriteBatch spriteBatch, Vector2 start, Vector2 end, Color color, float width = 0.3f)
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{
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if (Submarine.Loaded!=null)
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if (item.Submarine != null)
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{
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start += Submarine.Loaded.DrawPosition + Submarine.HiddenSubPosition;
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end += Submarine.Loaded.DrawPosition + Submarine.HiddenSubPosition;
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start += item.Submarine.DrawPosition + Submarine.HiddenSubPosition;
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end += item.Submarine.DrawPosition + Submarine.HiddenSubPosition;
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}
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start.Y = -start.Y;
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