(bce1100e8) ClientCode.projitems update
This commit is contained in:
@@ -82,6 +82,7 @@
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\ShapeExtensions.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\ShapeExtensions.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\SpriteSheetPlayer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\SpriteSheetPlayer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\UISprite.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\UISprite.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\VideoPlayer.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\Widget.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\Widget.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Items\CharacterInventory.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Items\CharacterInventory.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Door.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Items\Components\Door.cs" />
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@@ -220,6 +221,5 @@
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\MathUtils.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\TextureLoader.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\ToolBox.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\GUI\VideoPlayer.cs" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@@ -939,27 +939,6 @@ namespace Barotrauma
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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while ((!(nextNode is XElement) || nextNode == element) && nextNode != null) nextNode = nextNode.NextNode;
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destinationElement = nextNode as XElement;
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destinationElement = nextNode as XElement;
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}
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}
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destinationDoc.Save(destinationPath);
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},
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() =>
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{
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var files = TextManager.GetTextFiles().Where(f => Path.GetExtension(f) == ".xml").Select(f => f.Replace("\\", "/")).ToArray();
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return new string[][]
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{
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files,
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files
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};
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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}, isCheat: false));
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}, isCheat: false));
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#endif
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#endif
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@@ -1085,6 +1064,17 @@ namespace Barotrauma
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if (args.Length == 0) return;
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if (args.Length == 0) return;
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LocalizationCSVtoXML.Convert(args[0]);
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LocalizationCSVtoXML.Convert(args[0]);
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}));
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}));
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commands.Add(new Command("dumpentitytexts", "dumpentitytexts [filepath]: gets the names and descriptions of all entity prefabs and writes them into a file along with xml tags that can be used in translation files. If the filepath is omitted, the file is written to Content/Texts/EntityTexts.txt", (string[] args) =>
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{
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string filePath = args.Length > 0 ? args[0] : "Content/Texts/EntityTexts.txt";
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List<string> lines = new List<string>();
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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lines.Add("<EntityName." + me.Identifier + ">" + me.Name + "</" + me.Identifier + ".Name>");
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lines.Add("<EntityDescription." + me.Identifier + ">" + me.Description + "</" + me.Identifier + ".Description>");
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}
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}, isCheat: false));
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#endif
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#endif
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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commands.Add(new Command("cleanbuild", "", (string[] args) =>
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@@ -1371,6 +1371,9 @@ namespace Barotrauma.Networking
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case ServerNetObject.CLIENT_LIST:
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case ServerNetObject.CLIENT_LIST:
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ReadClientList(inc);
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ReadClientList(inc);
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break;
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break;
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case ServerNetObject.CLIENT_LIST:
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ReadClientList(inc);
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break;
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case ServerNetObject.CHAT_MESSAGE:
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case ServerNetObject.CHAT_MESSAGE:
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ChatMessage.ClientRead(inc);
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ChatMessage.ClientRead(inc);
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break;
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break;
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@@ -466,14 +466,9 @@ namespace Barotrauma
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}
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}
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}
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}
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if (wallTarget != null)
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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{
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attackWorldPos = wallTarget.Position;
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Character.AnimController.TargetDir = Character.SimPosition.X < attackSimPosition.X ? Direction.Right : Direction.Left;
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if (wallTarget.Structure.Submarine != null)
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{
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attackWorldPos += wallTarget.Structure.Submarine.Position;
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}
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attackSimPos = ConvertUnits.ToSimUnits(attackWorldPos);
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}
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}
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if (raycastTimer > 0.0)
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if (raycastTimer > 0.0)
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@@ -1019,6 +1014,10 @@ namespace Barotrauma
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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}
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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{
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targetingTag = targetCharacter.SpeciesName.ToLowerInvariant();
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}
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else if (targetingPriorities.ContainsKey(targetCharacter.SpeciesName.ToLowerInvariant()))
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{
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{
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if (targetCharacter.AIController is EnemyAIController enemy)
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if (targetCharacter.AIController is EnemyAIController enemy)
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{
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{
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@@ -1174,11 +1173,6 @@ namespace Barotrauma
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Character.AnimController.ReleaseStuckLimbs();
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Character.AnimController.ReleaseStuckLimbs();
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}
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}
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private int GetMinimumPassableHoleCount()
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{
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return (int)Math.Ceiling(ConvertUnits.ToDisplayUnits(colliderSize) / Structure.WallSectionSize);
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}
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#endregion
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#endregion
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protected override void OnStateChanged(AIState from, AIState to)
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protected override void OnStateChanged(AIState from, AIState to)
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@@ -1039,6 +1039,8 @@ namespace Barotrauma
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CheckValidity();
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CheckValidity();
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CheckValidity();
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UpdateNetPlayerPosition(deltaTime);
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UpdateNetPlayerPosition(deltaTime);
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CheckDistFromCollider();
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CheckDistFromCollider();
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UpdateCollisionCategories();
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UpdateCollisionCategories();
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@@ -1353,6 +1355,16 @@ namespace Barotrauma
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UpdateProjSpecific(deltaTime);
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UpdateProjSpecific(deltaTime);
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}
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}
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private void CheckValidity()
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{
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CheckValidity(Collider);
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foreach (Limb limb in limbs)
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{
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if (limb.body == null || !limb.body.Enabled) { continue; }
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CheckValidity(limb.body);
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}
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}
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partial void UpdateProjSpecific(float deltaTime);
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partial void UpdateProjSpecific(float deltaTime);
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partial void Splash(Limb limb, Hull limbHull);
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partial void Splash(Limb limb, Hull limbHull);
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@@ -185,6 +185,9 @@ namespace Barotrauma.Items.Components
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if (nodes.Count > 0 && nodes[0] == nodePos) break;
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if (nodes.Count > 0 && nodes[0] == nodePos) break;
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if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
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if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
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if (nodes.Count > 0 && nodes[0] == nodePos) break;
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if (nodes.Count > 1 && nodes[nodes.Count - 1] == nodePos) break;
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//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
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//make sure we place the node at the correct end of the wire (the end that's closest to the new node pos)
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int newNodeIndex = 0;
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int newNodeIndex = 0;
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if (nodes.Count > 1)
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if (nodes.Count > 1)
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@@ -189,6 +189,9 @@ namespace Barotrauma
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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Hull hull = Hull.FindHull(ConvertUnits.ToDisplayUnits(explosionPos), null, false);
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bool underWater = hull == null || explosionPos.Y < hull.Surface;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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Dictionary<Limb, float> distFactors = new Dictionary<Limb, float>();
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@@ -60,6 +60,18 @@ namespace Barotrauma
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private set;
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private set;
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}
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}
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public Vector2 LinearVelocity
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{
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get;
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private set;
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}
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public float AngularVelocity
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{
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get;
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private set;
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}
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public readonly float Timestamp;
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public readonly float Timestamp;
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public readonly UInt16 ID;
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public readonly UInt16 ID;
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