v1.6.17.0 (Unto the Breach update)
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@@ -385,17 +385,20 @@ namespace Barotrauma.Items.Components
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if (item.Condition > 0.0f || !HideBarrelWhenBroken)
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{
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railSprite?.Draw(spriteBatch,
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var currentRailSprite = item.Condition <= 0.0f && railSpriteBroken != null ? railSpriteBroken : railSprite;
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var currentBarrelSprite = item.Condition <= 0.0f && barrelSpriteBroken != null ? barrelSpriteBroken : barrelSprite;
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currentRailSprite?.Draw(spriteBatch,
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drawPos,
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overrideColor ?? item.SpriteColor,
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Rotation + MathHelper.PiOver2, item.Scale,
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SpriteEffects.None, item.SpriteDepth + (railSprite.Depth - item.Sprite.Depth));
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SpriteEffects.None, item.SpriteDepth + (currentRailSprite.Depth - item.Sprite.Depth));
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barrelSprite?.Draw(spriteBatch,
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currentBarrelSprite?.Draw(spriteBatch,
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drawPos - GetRecoilOffset() * item.Scale,
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overrideColor ?? item.SpriteColor,
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Rotation + MathHelper.PiOver2, item.Scale,
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SpriteEffects.None, item.SpriteDepth + (barrelSprite.Depth - item.Sprite.Depth));
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SpriteEffects.None, item.SpriteDepth + (currentBarrelSprite.Depth - item.Sprite.Depth));
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float chargeRatio = currentChargeTime / MaxChargeTime;
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@@ -702,12 +705,14 @@ namespace Barotrauma.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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base.DrawHUD(spriteBatch, character);
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if (HudTint.A > 0)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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new Color(HudTint.R, HudTint.G, HudTint.B) * (HudTint.A / 255.0f), true);
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}
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GetAvailablePower(out float batteryCharge, out float batteryCapacity);
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List<Item> availableAmmo = new List<Item>();
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