(7788ec72a) Test issuing orders automatically.
This commit is contained in:
@@ -1,9 +1,6 @@
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using Barotrauma.Extensions;
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using Barotrauma.Lights;
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using Barotrauma.Networking;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Contacts;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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@@ -46,14 +43,6 @@ namespace Barotrauma
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}
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}
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private string specialTag;
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[Editable, Serialize("", true)]
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public string SpecialTag
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{
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get { return specialTag; }
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set { specialTag = value; }
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}
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// Only for testing in the debug build. Not saved.
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#if DEBUG
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[Editable, Serialize(true, false)]
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@@ -113,7 +102,7 @@ namespace Barotrauma
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editingHUD = new GUIFrame(new RectTransform(new Vector2(0.3f, 0.25f), GUI.Canvas, Anchor.CenterRight) { MinSize = new Point(400, 0) }) { UserData = this };
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GUIListBox listBox = new GUIListBox(new RectTransform(new Vector2(0.95f, 0.8f), editingHUD.RectTransform, Anchor.Center), style: null);
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var editor = new SerializableEntityEditor(listBox.Content.RectTransform, this, inGame, showName: true, elementHeight: 20);
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var buttonContainer = new GUILayoutGroup(new RectTransform(new Point(listBox.Content.Rect.Width, 20)), isHorizontal: true)
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{
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Stretch = true,
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@@ -168,20 +157,6 @@ namespace Barotrauma
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(f2.Body.Position);
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int section = FindSectionIndex(pos);
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if (section > -1)
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{
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Vector2 normal = contact.Manifold.LocalNormal;
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal) * f2.Body.Mass * 0.1f;
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if (impact > 10.0f)
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{
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SoundPlayer.PlayDamageSound("StructureBlunt", impact, SectionPosition(section, true), tags: Tags);
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}
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}
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}
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}
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public override bool IsVisible(Rectangle worldView)
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{
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Rectangle worldRect = WorldRect;
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@@ -218,7 +193,7 @@ namespace Barotrauma
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if (HasBody && !ShowWalls) return;
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}
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Color color = IsHighlighted ? Color.Orange : spriteColor;
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Color color = isHighlighted ? Color.Orange : spriteColor;
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if (IsSelected && editing)
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{
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//color = Color.Lerp(color, Color.Gold, 0.5f);
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@@ -266,35 +241,62 @@ namespace Barotrauma
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}
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dropShadowOffset.Y = -dropShadowOffset.Y;
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}
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SpriteEffects oldEffects = Prefab.BackgroundSprite.effects;
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Prefab.BackgroundSprite.effects ^= SpriteEffects;
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Point backGroundOffset = new Point(
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MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
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Prefab.BackgroundSprite.DrawTiled(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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new Vector2(rect.Width, rect.Height),
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color: color,
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textureScale: TextureScale * Scale,
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startOffset: backGroundOffset);
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if (UseDropShadow)
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if (DrawTiled)
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{
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SpriteEffects oldEffects = Prefab.BackgroundSprite.effects;
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Prefab.BackgroundSprite.effects ^= SpriteEffects;
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Point backGroundOffset = new Point(
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MathUtils.PositiveModulo((int)-textureOffset.X, Prefab.BackgroundSprite.SourceRect.Width),
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MathUtils.PositiveModulo((int)-textureOffset.Y, Prefab.BackgroundSprite.SourceRect.Height));
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Prefab.BackgroundSprite.DrawTiled(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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new Vector2(rect.Width, rect.Height),
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color: Color.Black * 0.5f,
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color: color,
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textureScale: TextureScale * Scale,
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startOffset: backGroundOffset,
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depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
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}
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startOffset: backGroundOffset);
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Prefab.BackgroundSprite.effects = oldEffects;
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if (UseDropShadow)
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{
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Prefab.BackgroundSprite.DrawTiled(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
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new Vector2(rect.Width, rect.Height),
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color: Color.Black * 0.5f,
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textureScale: TextureScale * Scale,
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startOffset: backGroundOffset,
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depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
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}
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Prefab.BackgroundSprite.effects = oldEffects;
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}
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else
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{
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Prefab.BackgroundSprite.Draw(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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color,
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Vector2.Zero,
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scale: Scale,
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rotate: 0,
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spriteEffect: SpriteEffects);
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if (UseDropShadow)
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{
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Prefab.BackgroundSprite.Draw(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)) + dropShadowOffset,
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Color.Black * 0.5f,
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Vector2.Zero,
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scale: Scale,
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rotate: 0,
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spriteEffect: SpriteEffects,
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depth: (depth + Prefab.BackgroundSprite.Depth) / 2.0f);
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}
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}
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}
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}
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@@ -321,25 +323,39 @@ namespace Barotrauma
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Submarine.DamageEffectColor = color;
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}
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}
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Point sectionOffset = new Point(
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Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
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Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
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if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
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if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
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if (DrawTiled)
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{
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Point sectionOffset = new Point(
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Math.Abs(rect.Location.X - Sections[i].rect.Location.X),
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Math.Abs(rect.Location.Y - Sections[i].rect.Location.Y));
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
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if (FlippedX && IsHorizontal) sectionOffset.X = Sections[i].rect.Right - rect.Right;
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if (FlippedY && !IsHorizontal) sectionOffset.Y = (rect.Y - rect.Height) - (Sections[i].rect.Y - Sections[i].rect.Height);
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prefab.sprite.DrawTiled(
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spriteBatch,
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new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
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new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
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color: color,
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startOffset: sectionOffset,
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depth: depth,
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textureScale: TextureScale * Scale);
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sectionOffset.X += MathUtils.PositiveModulo((int)-textureOffset.X, prefab.sprite.SourceRect.Width);
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sectionOffset.Y += MathUtils.PositiveModulo((int)-textureOffset.Y, prefab.sprite.SourceRect.Height);
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prefab.sprite.DrawTiled(
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spriteBatch,
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new Vector2(Sections[i].rect.X + drawOffset.X, -(Sections[i].rect.Y + drawOffset.Y)),
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new Vector2(Sections[i].rect.Width, Sections[i].rect.Height),
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color: color,
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startOffset: sectionOffset,
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depth: depth,
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textureScale: TextureScale * Scale);
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}
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else
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{
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prefab.sprite.Draw(
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spriteBatch,
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new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)),
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color,
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Vector2.Zero,
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scale: Scale,
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rotate: 0,
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spriteEffect: SpriteEffects);
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}
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}
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prefab.sprite.effects = oldEffects;
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}
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@@ -360,20 +376,6 @@ namespace Barotrauma
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-Bodies[i].Rotation, Color.White);
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}
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}
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if (SectionCount > 0 && HasBody)
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{
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for (int i = 0; i < SectionCount; i++)
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{
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if (GetSection(i).damage > 0)
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{
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var textPos = SectionPosition(i, true);
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textPos.Y = -textPos.Y;
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GUI.DrawString(spriteBatch, textPos, "Damage: " + (int)((GetSection(i).damage / Health) * 100f) + "%", Color.Yellow);
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}
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}
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}
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AiTarget?.Draw(spriteBatch);
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}
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}
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