Further separation of client-specific code
Still not done here, just gonna push a commit now so I can pull this from elsewhere.
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using System;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Items.Components;
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using System.Collections.Generic;
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using Barotrauma.Lights;
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using System.Linq;
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using System.IO;
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namespace Barotrauma
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{
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partial class Limb
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{
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Sound hitSound;
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public Sound HitSound
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{
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get { return hitSound; }
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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float brightness = 1.0f - (burnt / 100.0f) * 0.5f;
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Color color = new Color(brightness, brightness, brightness);
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body.Dir = Dir;
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bool hideLimb = wearingItems.Any(w => w != null && w.HideLimb);
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if (!hideLimb)
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{
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body.Draw(spriteBatch, sprite, color, null, scale);
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}
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else
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{
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body.UpdateDrawPosition();
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}
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if (LightSource != null)
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{
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LightSource.Position = body.DrawPosition;
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}
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foreach (WearableSprite wearable in wearingItems)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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Vector2 origin = wearable.Sprite.Origin;
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if (body.Dir == -1.0f) origin.X = wearable.Sprite.SourceRect.Width - origin.X;
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float depth = sprite.Depth - 0.000001f;
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if (wearable.DepthLimb != LimbType.None)
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{
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Limb depthLimb = character.AnimController.GetLimb(wearable.DepthLimb);
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if (depthLimb != null)
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{
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depth = depthLimb.sprite.Depth - 0.000001f;
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}
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}
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wearable.Sprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color, origin,
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-body.DrawRotation,
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scale, spriteEffect, depth);
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}
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if (damage > 0.0f && damagedSprite != null && !hideLimb)
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{
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SpriteEffects spriteEffect = (dir == Direction.Right) ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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float depth = sprite.Depth - 0.0000015f;
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damagedSprite.Draw(spriteBatch,
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new Vector2(body.DrawPosition.X, -body.DrawPosition.Y),
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color * Math.Min(damage / 50.0f, 1.0f), sprite.Origin,
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-body.DrawRotation,
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1.0f, spriteEffect, depth);
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}
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if (!GameMain.DebugDraw) return;
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if (pullJoint != null)
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{
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Vector2 pos = ConvertUnits.ToDisplayUnits(pullJoint.WorldAnchorB);
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GUI.DrawRectangle(spriteBatch, new Rectangle((int)pos.X, (int)-pos.Y, 5, 5), Color.Red, true);
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}
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}
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}
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}
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