Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -109,7 +109,7 @@ namespace Barotrauma
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public override void UpdatePlacing(SpriteBatch spriteBatch, Camera cam)
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{
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Vector2 position = Submarine.MouseToWorldGrid(cam);
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Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
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if (PlayerInput.RightButtonClicked())
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{
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@@ -121,10 +121,10 @@ namespace Barotrauma
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{
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if (PlayerInput.LeftButtonClicked())
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{
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var item = new Item(new Rectangle((int)position.X, (int)position.Y, (int)sprite.size.X, (int)sprite.size.Y), this, Submarine.Loaded);
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var item = new Item(new Rectangle((int)position.X, (int)position.Y, (int)sprite.size.X, (int)sprite.size.Y), this, Submarine.MainSub);
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//constructor.Invoke(lobject);
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item.Submarine = Submarine.Loaded;
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item.SetTransform(ConvertUnits.ToSimUnits(Submarine.Loaded==null ? item.Position : item.Position - Submarine.Loaded.Position), 0.0f);
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item.Submarine = Submarine.MainSub;
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item.SetTransform(ConvertUnits.ToSimUnits(Submarine.MainSub==null ? item.Position : item.Position - Submarine.MainSub.Position), 0.0f);
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item.FindHull();
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placePosition = Vector2.Zero;
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@@ -152,11 +152,11 @@ namespace Barotrauma
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if (PlayerInput.LeftButtonReleased())
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{
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var item = new Item(new Rectangle((int)placePosition.X, (int)placePosition.Y, (int)placeSize.X, (int)placeSize.Y), this, Submarine.Loaded);
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var item = new Item(new Rectangle((int)placePosition.X, (int)placePosition.Y, (int)placeSize.X, (int)placeSize.Y), this, Submarine.MainSub);
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placePosition = Vector2.Zero;
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item.Submarine = Submarine.Loaded;
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item.SetTransform(ConvertUnits.ToSimUnits(Submarine.Loaded == null ? item.Position : item.Position - Submarine.Loaded.Position), 0.0f);
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item.Submarine = Submarine.MainSub;
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item.SetTransform(ConvertUnits.ToSimUnits(Submarine.MainSub == null ? item.Position : item.Position - Submarine.MainSub.Position), 0.0f);
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item.FindHull();
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//selected = null;
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