Railgun HUD (shows supercapacitor charge & how many shells there are left)
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@@ -87,6 +87,25 @@ namespace Barotrauma.Items.Components
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barrelSpritePath,
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element.GetAttributeVector2("origin", Vector2.Zero));
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}
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#if CLIENT
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foreach (XElement subElement in element.Elements())
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{
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string texturePath = subElement.GetAttributeString("texture", "");
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "crosshair":
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crosshairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
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break;
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case "disabledcrosshair":
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disabledCrossHairSprite = new Sprite(subElement, texturePath.Contains("/") ? "" : Path.GetDirectoryName(item.Prefab.ConfigFile));
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break;
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}
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}
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int barWidth = 200;
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powerIndicator = new GUIProgressBar(new Rectangle(GameMain.GraphicsWidth / 2 - barWidth / 2, 20, barWidth, 30 ), Color.White, 0.0f);
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#endif
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -296,6 +315,19 @@ namespace Barotrauma.Items.Components
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return availablePower;
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}
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private void GetAvailablePower(out float availableCharge, out float availableCapacity)
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{
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var batteries = item.GetConnectedComponents<PowerContainer>();
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availableCharge = 0.0f;
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availableCapacity = 0.0f;
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foreach (PowerContainer battery in batteries)
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{
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availableCharge += battery.Charge;
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availableCapacity += battery.Capacity;
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}
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}
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protected override void RemoveComponentSpecific()
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{
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base.RemoveComponentSpecific();
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@@ -303,7 +335,7 @@ namespace Barotrauma.Items.Components
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if (barrelSprite != null) barrelSprite.Remove();
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}
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private List<Projectile> GetLoadedProjectiles(bool returnFirst = false)
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private List<Projectile> GetLoadedProjectiles(bool returnFirst = false, bool returnNull = false)
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{
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List<Projectile> projectiles = new List<Projectile>();
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@@ -312,16 +344,27 @@ namespace Barotrauma.Items.Components
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var projectileContainer = e as Item;
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if (projectileContainer == null) continue;
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var containedItems = projectileContainer.ContainedItems;
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if (containedItems == null) continue;
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for (int i = 0; i < containedItems.Length; i++)
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if (returnNull)
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{
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var projectileComponent = containedItems[i].GetComponent<Projectile>();
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if (projectileComponent != null)
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var itemContainer = projectileContainer.GetComponent<ItemContainer>();
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for (int i = 0; i < itemContainer.Inventory.Items.Length; i++)
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{
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projectiles.Add(projectileComponent);
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if (returnFirst) return projectiles;
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projectiles.Add(itemContainer.Inventory.Items[i]?.GetComponent<Projectile>());
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}
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}
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else
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{
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var containedItems = projectileContainer.ContainedItems;
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if (containedItems == null) continue;
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for (int i = 0; i < containedItems.Length; i++)
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{
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var projectileComponent = containedItems[i].GetComponent<Projectile>();
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if (projectileComponent != null)
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{
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projectiles.Add(projectileComponent);
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if (returnFirst) return projectiles;
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}
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}
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}
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}
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