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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@@ -191,7 +191,7 @@ namespace Barotrauma.Items.Components
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bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition);
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Wire equippedWire = null;
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//if the character using the panel has a wire item equipped
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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for (int i = 0; i < character.SelectedItems.Length; i++)
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{
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@@ -246,7 +246,7 @@ namespace Barotrauma.Items.Components
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}
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}
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//if the character using the panel has a wire item equipped
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//if the Character using the panel has a wire item equipped
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//and the wire hasn't been connected yet, draw it on the panel
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if (equippedWire!=null)
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{
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@@ -262,9 +262,9 @@ namespace Barotrauma.Items.Components
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}
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}
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//for (int i = 0; i < character.SelectedItems.Length; i++ )
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//for (int i = 0; i < Character.SelectedItems.Length; i++ )
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//{
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// Item selectedItem = character.SelectedItems[i];
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// Item selectedItem = Character.SelectedItems[i];
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// if (selectedItem == null) continue;
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@@ -281,7 +281,7 @@ namespace Barotrauma.Items.Components
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if (!PlayerInput.LeftButtonDown())
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{
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panel.Item.NewComponentEvent(panel, true, true);
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//draggingConnected.Drop(character);
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//draggingConnected.Drop(Character);
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draggingConnected = null;
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}
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}
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@@ -0,0 +1,38 @@
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class WaterDetector : ItemComponent
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{
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private Hull hull;
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public WaterDetector(Item item, XElement element)
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: base (item, element)
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{
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hull = Hull.FindHull(item.Position);
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IsActive = true;
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}
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public override void OnMapLoaded()
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{
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hull = Hull.FindHull(item.Position);
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}
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public override void Move(Microsoft.Xna.Framework.Vector2 amount)
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{
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hull = Hull.FindHull(item.Position);
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (hull == null) return;
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float waterDepth = hull.Volume / hull.Size.X;
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bool underWater = (hull.Rect.Y-hull.Rect.Height + waterDepth)>item.Position.Y;
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item.SendSignal(underWater ? "1" : "0", "signal_out");
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}
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}
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}
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@@ -41,7 +41,7 @@ namespace Barotrauma.Items.Components
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public override void Move(Vector2 amount)
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{
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amount = FarseerPhysics.ConvertUnits.ToDisplayUnits(amount);
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//amount = FarseerPhysics.ConvertUnits.ToDisplayUnits(amount);
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//for (int i = 0; i<Nodes.Count; i++)
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//{
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// Nodes[i] += amount;
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