Spectating, fire, damaged limb sprites, water detector, engineer jumpsuit, new signal comp sprites, resharper cleanup (god knows what else, commit more often)
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@@ -42,8 +42,7 @@ namespace Barotrauma.Items.Components
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ventList = new List<Vent>();
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item.linkedTo.CollectionChanged += delegate(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
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{ GetVents(); };
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item.linkedTo.CollectionChanged += delegate { GetVents(); };
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -78,9 +78,8 @@ namespace Barotrauma.Items.Components
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return (pingState > 1.0f);
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}
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public override void DrawHUD(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Character character)
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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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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@@ -120,7 +119,6 @@ namespace Barotrauma.Items.Components
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if (Level.Loaded != null)
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{
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List<VoronoiCell> cells = Level.Loaded.GetCells(-Level.Loaded.Position, 7);
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Vector2 offset = Vector2.Zero;
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foreach (VoronoiCell cell in cells)
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{
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@@ -174,7 +172,6 @@ namespace Barotrauma.Items.Components
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end.Y = -end.Y;
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Vector2 diff = end - start;
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Vector2 normalizedDiff = Vector2.Normalize(diff);
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for (float x = 0; x < diff.Length(); x+=4.0f )
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{
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GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
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