v1.6.17.0 (Unto the Breach update)
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@@ -133,19 +133,7 @@ namespace Barotrauma
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if (Character.Controlled == null && !GUI.DisableHUD)
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{
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for (int i = 0; i < Submarine.MainSubs.Length; i++)
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{
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if (Submarine.MainSubs[i] == null) continue;
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if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) { continue; }
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Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
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Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : GUIStyle.Red * 0.5f;
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GUI.DrawIndicator(
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spriteBatch, position, cam,
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Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height),
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GUIStyle.SubmarineLocationIcon.Value.Sprite, indicatorColor);
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}
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DrawPositionIndicators(spriteBatch);
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}
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if (!GUI.DisableHUD)
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@@ -164,7 +152,118 @@ namespace Barotrauma
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GameMain.PerformanceCounter.AddElapsedTicks("Draw:HUD", sw.ElapsedTicks);
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sw.Restart();
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}
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private void DrawPositionIndicators(SpriteBatch spriteBatch)
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{
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Sprite subLocationSprite = GUIStyle.SubLocationIcon.Value?.Sprite;
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Sprite shuttleSprite = GUIStyle.ShuttleIcon.Value?.Sprite;
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Sprite wreckSprite = GUIStyle.WreckIcon.Value?.Sprite;
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Sprite caveSprite = GUIStyle.CaveIcon.Value?.Sprite;
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Sprite outpostSprite = GUIStyle.OutpostIcon.Value?.Sprite;
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Sprite ruinSprite = GUIStyle.RuinIcon.Value?.Sprite;
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Sprite enemySprite = GUIStyle.EnemyIcon.Value?.Sprite;
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Sprite corpseSprite = GUIStyle.CorpseIcon.Value?.Sprite;
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Sprite beaconSprite = GUIStyle.BeaconIcon.Value?.Sprite;
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for (int i = 0; i < Submarine.MainSubs.Length; i++)
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{
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if (Submarine.MainSubs[i] == null) { continue; }
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if (Level.Loaded != null && Submarine.MainSubs[i].WorldPosition.Y < Level.MaxEntityDepth) { continue; }
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Vector2 position = Submarine.MainSubs[i].SubBody != null ? Submarine.MainSubs[i].WorldPosition : Submarine.MainSubs[i].HiddenSubPosition;
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Color indicatorColor = i == 0 ? Color.LightBlue * 0.5f : GUIStyle.Red * 0.5f;
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Sprite displaySprite = Submarine.MainSubs[i].Info.HasTag(SubmarineTag.Shuttle) ? shuttleSprite : subLocationSprite;
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if (displaySprite != null)
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{
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GUI.DrawIndicator(
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spriteBatch, position, cam,
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Math.Max(Submarine.MainSubs[i].Borders.Width, Submarine.MainSubs[i].Borders.Height),
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displaySprite, indicatorColor);
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}
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}
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if (!GameMain.DevMode) { return;}
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if (Level.Loaded != null)
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{
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foreach (Level.Cave cave in Level.Loaded.Caves)
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{
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Vector2 position = cave.StartPos.ToVector2();
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Color indicatorColor = Color.Yellow * 0.5f;
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if (caveSprite != null)
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{
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GUI.DrawIndicator(
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spriteBatch, position, cam, hideDist: 3000f,
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caveSprite, indicatorColor);
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}
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}
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}
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foreach (Submarine submarine in Submarine.Loaded)
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{
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if (Submarine.MainSubs.Contains(submarine)) { continue; }
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Vector2 position = submarine.WorldPosition;
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Color teamColorIndicator = submarine.TeamID switch
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{
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CharacterTeamType.Team1 => Color.LightBlue * 0.5f,
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CharacterTeamType.Team2 => GUIStyle.Red * 0.5f,
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CharacterTeamType.FriendlyNPC => GUIStyle.Yellow * 0.5f,
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_ => Color.Green * 0.5f
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};
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Color indicatorColor = submarine.Info.Type switch
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{
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SubmarineType.Outpost => Color.LightGreen,
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SubmarineType.Wreck => Color.SaddleBrown,
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SubmarineType.BeaconStation => Color.Azure,
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SubmarineType.Ruin => Color.Purple,
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_ => teamColorIndicator
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};
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Sprite displaySprite = submarine.Info.Type switch
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{
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SubmarineType.Outpost => outpostSprite,
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SubmarineType.Wreck => wreckSprite,
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SubmarineType.BeaconStation => beaconSprite,
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SubmarineType.Ruin => ruinSprite,
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_ => subLocationSprite
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};
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// use a little dimmer color for transports
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if (submarine.Info.SubmarineClass == SubmarineClass.Transport) { indicatorColor *= 0.75f; }
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if (displaySprite != null)
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{
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GUI.DrawIndicator(
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spriteBatch, position, cam, hideDist: Math.Max(submarine.Borders.Width, submarine.Borders.Height),
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displaySprite, indicatorColor);
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}
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}
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// markers for all enemies and corpses
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foreach (Character character in Character.CharacterList)
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{
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Vector2 position = character.WorldPosition;
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Color indicatorColor = Color.DarkRed * 0.5f;
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if (character.IsDead) { indicatorColor = Color.DarkGray * 0.5f; }
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if (character.TeamID != CharacterTeamType.None) { continue;}
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Sprite displaySprite = character.IsDead ? corpseSprite : enemySprite;
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if (displaySprite != null)
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{
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GUI.DrawIndicator(
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spriteBatch, position, cam, hideDist: 3000f,
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displaySprite, indicatorColor);
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}
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}
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}
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public void DrawMap(GraphicsDevice graphics, SpriteBatch spriteBatch, double deltaTime)
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{
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foreach (Submarine sub in Submarine.Loaded)
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