Merge branch 'master' of https://gitlab.com/poe.regalis/barotrauma
This commit is contained in:
@@ -61,6 +61,7 @@ namespace Barotrauma
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}
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var nodeList = nodes.Values.ToList();
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nodeList.RemoveAll(n => n.connections.Count == 0);
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foreach (PathNode node in nodeList)
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{
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node.distances = new List<float>();
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@@ -69,6 +70,7 @@ namespace Barotrauma
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node.distances.Add(Vector2.Distance(node.position, node.connections[i].position));
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}
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}
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return nodeList;
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}
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}
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@@ -198,12 +200,6 @@ namespace Barotrauma
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{
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Vector2 nodePos = node.Position;
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//if node waypoint is one of submarine waypoints outside the sub, transform position
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//if (node.Waypoint!=null && node.Waypoint.Submarine != null && node.Waypoint.CurrentHull==null)
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//{
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// nodePos -= node.Waypoint.Submarine.Position;
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//}
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float dist = Vector2.Distance(end, nodePos);
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if (dist < closestDist || endNode == null)
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{
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@@ -432,10 +432,10 @@ namespace Barotrauma.Items.Components
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maintainPosTickBox.Selected = false;
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posToMaintain = null;
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tickBox.Selected = true;
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UpdatePath();
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tickBox.Selected = true;
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return true;
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}
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@@ -770,6 +770,8 @@ namespace Barotrauma
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if (body == null || !body.Enabled) return;
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System.Diagnostics.Debug.Assert(body.FarseerBody.FixtureList != null);
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if (Math.Abs(body.LinearVelocity.X) > 0.01f || Math.Abs(body.LinearVelocity.Y) > 0.01f)
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{
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Submarine prevSub = Submarine;
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@@ -54,7 +54,7 @@ namespace Barotrauma
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public const int GridCellSize = 2000;
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private List<VoronoiCell>[,] cellGrid;
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private WrappingWall[,] wrappingWalls;
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//private WrappingWall[,] wrappingWalls;
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//private float shaftHeight;
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@@ -97,10 +97,10 @@ namespace Barotrauma
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get { return ruins; }
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}
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public WrappingWall[,] WrappingWalls
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{
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get { return wrappingWalls; }
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}
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//public WrappingWall[,] WrappingWalls
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//{
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// get { return wrappingWalls; }
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//}
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public string Seed
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{
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@@ -440,6 +440,7 @@ namespace Barotrauma
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renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
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/*
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wrappingWalls = new WrappingWall[2, 2];
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Rectangle ignoredArea = new Rectangle((int)startPosition.X, 0, (int)(endPosition.X - startPosition.X), borders.Height);
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@@ -465,7 +466,7 @@ namespace Barotrauma
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{
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cells.AddRange(wrappingWalls[side, i].Cells);
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}
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}
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}*/
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ShaftBody = BodyFactory.CreateEdge(GameMain.World,
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ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
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@@ -809,10 +810,11 @@ namespace Barotrauma
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public void Update(float deltaTime)
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{
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/*
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if (Submarine.MainSub != null)
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{
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WrappingWall.UpdateWallShift(Submarine.MainSub.WorldPosition, wrappingWalls);
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}
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}*/
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if (Hull.renderer != null)
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{
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@@ -884,6 +886,7 @@ namespace Barotrauma
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}
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}
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/*
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if (wrappingWalls == null) return cells;
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for (int side = 0; side < 2; side++)
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@@ -899,7 +902,7 @@ namespace Barotrauma
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cells.Add(cell);
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}
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}
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}
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}*/
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return cells;
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}
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@@ -918,6 +921,7 @@ namespace Barotrauma
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ruins = null;
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}
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/*
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if (wrappingWalls!=null)
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{
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for (int side = 0; side < 2; side++)
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@@ -929,7 +933,7 @@ namespace Barotrauma
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}
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wrappingWalls = null;
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}
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}*/
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cells = null;
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@@ -219,6 +219,7 @@ namespace Barotrauma
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(bodyVertices.VertexCount / 3.0f));
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/*
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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@@ -234,7 +235,7 @@ namespace Barotrauma
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PrimitiveType.TriangleList, 0,
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(int)Math.Floor(level.WrappingWalls[side, i].BodyVertices.VertexCount / 3.0f));
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}
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}
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}*/
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graphicsDevice.SetVertexBuffer(wallVertices);
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@@ -243,7 +244,7 @@ namespace Barotrauma
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basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_Texture"];
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wallVertices.VertexCount / 3.0f));
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/*
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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@@ -260,7 +261,7 @@ namespace Barotrauma
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(int)Math.Floor(level.WrappingWalls[side, i].WallVertices.VertexCount / 3.0f));
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}
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}
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}*/
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}
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@@ -44,13 +44,24 @@ namespace Barotrauma.Lights
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class ConvexHullList
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{
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private List<ConvexHull> list;
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public readonly Submarine Submarine;
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public List<ConvexHull> List;
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public List<ConvexHull> List
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{
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get { return list; }
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set
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{
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Debug.Assert(value != null);
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Debug.Assert(!list.Contains(null));
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list = value;
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}
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}
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public ConvexHullList(Submarine submarine)
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{
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Submarine = submarine;
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List = new List<ConvexHull>();
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list = new List<ConvexHull>();
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}
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}
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@@ -164,15 +164,15 @@ namespace Barotrauma.Lights
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private List<ConvexHull> GetHullsInRange(Submarine sub)
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{
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//find the current list of hulls in range
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var chList = hullsInRange.Find(x => x.Submarine == sub);
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//not found -> create one
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if (chList == null)
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{
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chList = new ConvexHullList(sub);
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hullsInRange.Add(chList);
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}
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List<ConvexHull> list = chList.List;
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Vector2 lightPos = position;
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if (ParentSub == null)
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@@ -183,15 +183,12 @@ namespace Barotrauma.Lights
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if (NeedsHullUpdate)
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{
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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chList.List = list;
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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//light is outside, convexhull inside a sub
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else
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{
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//todo: check
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lightPos -= sub.Position;
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Rectangle subBorders = sub.Borders;
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@@ -201,7 +198,7 @@ namespace Barotrauma.Lights
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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else
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@@ -215,15 +212,13 @@ namespace Barotrauma.Lights
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if (NeedsHullUpdate)
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{
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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chList.List = list;
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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//light and convexhull are inside different subs
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else
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{
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if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return list;
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if (sub.DockedTo.Contains(ParentSub) && !NeedsHullUpdate) return chList.List;
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lightPos -= (sub.Position - ParentSub.Position);
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@@ -234,12 +229,11 @@ namespace Barotrauma.Lights
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if (!MathUtils.CircleIntersectsRectangle(lightPos, range, subBorders)) return null;
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var fullChList = ConvexHull.HullLists.Find(x => x.Submarine == sub);
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list = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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chList.List = list;
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chList.List = fullChList.List.FindAll(ch => MathUtils.CircleIntersectsRectangle(lightPos, range, ch.BoundingBox));
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}
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}
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return list;
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return chList.List;
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}
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public static List<ConvexHull> GetHullsInRange(Vector2 position, float range, Submarine ParentSub)
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@@ -243,6 +243,21 @@ namespace Barotrauma
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return;
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}
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//if outside left or right edge of the level
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if (Position.X < 0 || Position.X > Level.Loaded.Size.X)
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{
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Rectangle worldBorders = Borders;
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worldBorders.Location += Position.ToPoint();
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//push the sub back below the upper "barrier" of the level
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if (worldBorders.Y > Level.Loaded.Size.Y)
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{
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Body.LinearVelocity = new Vector2(
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Body.LinearVelocity.X,
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Math.Min(Body.LinearVelocity.Y, ConvertUnits.ToSimUnits(Level.Loaded.Size.Y - worldBorders.Y)));
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}
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}
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//-------------------------
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Vector2 totalForce = CalculateBuoyancy();
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@@ -416,6 +416,7 @@ namespace Barotrauma.Networking
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bool myCharacter = i >= clients.Count;
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var character = Character.Create(characterInfos[i], shuttleSpawnPoints[i].WorldPosition, !myCharacter, false);
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character.TeamID = 1;
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if (myCharacter)
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{
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