Decal system (TODO: add decals for explosions and fire), moved some of the client-specific Hull update logic to the client project
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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namespace Barotrauma.Particles
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{
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class Decal
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{
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public readonly DecalPrefab Prefab;
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public Vector2 Position;
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public readonly Sprite Sprite;
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private float fadeTimer;
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public Color Color
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{
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get { return Prefab.Color; }
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}
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public float FadeTimer
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{
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get { return fadeTimer; }
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}
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public float LifeTime
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{
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get { return Prefab.LifeTime; }
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}
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private float scale;
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private Rectangle clippedSourceRect;
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public Decal(DecalPrefab prefab, float scale, Vector2 worldPosition, Hull hull)
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{
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Prefab = prefab;
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//transform to hull-relative coordinates so we don't have to worry about the hull moving
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Position = worldPosition - hull.WorldRect.Location.ToVector2();
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Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
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Sprite = prefab.Sprites[Rand.Range(0, prefab.Sprites.Count, Rand.RandSync.Unsynced)];
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Rectangle drawRect = new Rectangle(
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(int)(drawPos.X - Sprite.size.X / 2 * scale),
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(int)(drawPos.Y + Sprite.size.Y / 2 * scale),
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(int)(Sprite.size.X * scale),
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(int)(Sprite.size.Y * scale));
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Rectangle overFlowAmount = new Rectangle(
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(int)Math.Max(hull.Rect.X - drawRect.X, 0.0f),
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(int)Math.Max(drawRect.Y - hull.Rect.Y, 0.0f),
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(int)Math.Max(drawRect.Right - hull.Rect.Right, 0.0f),
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(int)Math.Max((hull.Rect.Y - hull.Rect.Height) - (drawRect.Y - drawRect.Height), 0.0f));
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clippedSourceRect = new Rectangle(
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Sprite.SourceRect.X + (int)(overFlowAmount.X / scale),
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Sprite.SourceRect.Y + (int)(overFlowAmount.Y / scale),
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Sprite.SourceRect.Width - (int)((overFlowAmount.X + overFlowAmount.Width) / scale),
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Sprite.SourceRect.Height - (int)((overFlowAmount.Y + overFlowAmount.Height) / scale));
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Position -= new Vector2(Sprite.size.X / 2 * scale - overFlowAmount.X, -Sprite.size.Y / 2 * scale + overFlowAmount.Y);
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this.scale = scale;
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}
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public void Update(float deltaTime)
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{
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fadeTimer += deltaTime;
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}
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public void Draw(SpriteBatch spriteBatch, Hull hull)
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{
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Vector2 drawPos = Position + hull.Rect.Location.ToVector2();
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drawPos += hull.Submarine.DrawPosition;
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drawPos.Y = -drawPos.Y;
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float a = 1.0f;
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if (fadeTimer > Prefab.LifeTime - Prefab.FadeTime)
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{
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a = (Prefab.LifeTime - fadeTimer) / Prefab.FadeTime;
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}
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spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * a, 0, Vector2.Zero , scale, SpriteEffects.None, 1);
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}
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}
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}
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