Unstable 0.16.2.0
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@@ -3,12 +3,10 @@ using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using System.Linq;
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using System.Reflection;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -21,6 +19,9 @@ namespace Barotrauma
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protected List<ushort> linkedToID;
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public List<ushort> unresolvedLinkedToID;
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private const int GapUpdateInterval = 4;
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private static int gapUpdateTimer;
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/// <summary>
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/// List of upgrades this item has
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/// </summary>
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@@ -410,6 +411,7 @@ namespace Barotrauma
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}
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//connect clone wires to the clone items and refresh links between doors and gaps
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List<Wire> orphanedWires = new List<Wire>();
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for (int i = 0; i < clones.Count; i++)
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{
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if (!(clones[i] is Item cloneItem)) { continue; }
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@@ -442,7 +444,7 @@ namespace Barotrauma
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}
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var connectedItem = originalWire.Connections[n].Item;
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if (connectedItem == null) { continue; }
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if (connectedItem == null || !entitiesToClone.Contains(connectedItem)) { continue; }
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//index of the item the wire is connected to
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int itemIndex = entitiesToClone.IndexOf(connectedItem);
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@@ -469,6 +471,20 @@ namespace Barotrauma
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(clones[itemIndex] as Item).Connections[connectionIndex].TryAddLink(cloneWire);
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cloneWire.Connect((clones[itemIndex] as Item).Connections[connectionIndex], false);
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}
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if (cloneWire.Connections[0] == null || cloneWire.Connections[1] == null)
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{
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if (!clones.Any(c => (c as Item)?.GetComponent<ConnectionPanel>()?.DisconnectedWires.Contains(cloneWire) ?? false))
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{
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orphanedWires.Add(cloneWire);
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}
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}
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}
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foreach (var orphanedWire in orphanedWires)
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{
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orphanedWire.Item.Remove();
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clones.Remove(orphanedWire.Item);
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}
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return clones;
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@@ -548,20 +564,27 @@ namespace Barotrauma
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{
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hull.Update(deltaTime, cam);
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}
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#if CLIENT
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Hull.UpdateCheats(deltaTime, cam);
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#endif
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foreach (Structure structure in Structure.WallList)
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{
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structure.Update(deltaTime, cam);
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}
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//update gaps in random order, because otherwise in rooms with multiple gaps
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//the water/air will always tend to flow through the first gap in the list,
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//which may lead to weird behavior like water draining down only through
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//one gap in a room even if there are several
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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gapUpdateTimer++;
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if (gapUpdateTimer >= GapUpdateInterval)
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{
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gap.Update(deltaTime, cam);
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foreach (Gap gap in Gap.GapList.OrderBy(g => Rand.Int(int.MaxValue)))
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{
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gap.Update(deltaTime * GapUpdateInterval, cam);
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}
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gapUpdateTimer = 0;
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}
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Powered.UpdatePower(deltaTime);
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