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.Collections.Generic;
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using System.Linq;
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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.Contacts;
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using FarseerPhysics.Factories;
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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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using Barotrauma.Networking;
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using Barotrauma.Lights;
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namespace Barotrauma
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{
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partial class Structure : MapEntity, IDamageable, IServerSerializable
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{
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public override void Draw(SpriteBatch spriteBatch, bool editing, bool back = true)
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{
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if (prefab.sprite == null) return;
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Draw(spriteBatch, editing, back, null);
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}
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public override void DrawDamage(SpriteBatch spriteBatch, Effect damageEffect)
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{
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Draw(spriteBatch, false, false, damageEffect);
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}
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private void Draw(SpriteBatch spriteBatch, bool editing, bool back = true, Effect damageEffect = null)
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{
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if (prefab.sprite == null) return;
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Color color = (isHighlighted) ? Color.Orange : Color.White;
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if (IsSelected && editing)
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{
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color = Color.Red;
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GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, -rect.Y, rect.Width, rect.Height), color);
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}
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Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
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float depth = prefab.sprite.Depth;
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depth -= (ID % 255) * 0.000001f;
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if (back && damageEffect == null)
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{
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if (prefab.BackgroundSprite != null)
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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)),
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new Vector2(rect.Width, rect.Height),
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color, Point.Zero);
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}
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}
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SpriteEffects oldEffects = prefab.sprite.effects;
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prefab.sprite.effects ^= SpriteEffects;
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if (back == prefab.sprite.Depth > 0.5f || editing)
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{
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for (int i = 0; i < sections.Length; i++)
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{
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if (damageEffect != null)
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{
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float newCutoff = Math.Min((sections[i].damage / prefab.MaxHealth), 0.65f);
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if (Math.Abs(newCutoff - Submarine.DamageEffectCutoff) > 0.01f)
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{
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damageEffect.Parameters["aCutoff"].SetValue(newCutoff);
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damageEffect.Parameters["cCutoff"].SetValue(newCutoff * 1.2f);
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damageEffect.CurrentTechnique.Passes[0].Apply();
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Submarine.DamageEffectCutoff = newCutoff;
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}
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}
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Point textureOffset = 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)
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{
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textureOffset.X = rect.Width - textureOffset.X - sections[i].rect.Width;
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}
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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,
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textureOffset, depth);
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}
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}
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prefab.sprite.effects = oldEffects;
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}
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public override XElement Save(XElement parentElement)
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{
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XElement element = new XElement("Structure");
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element.Add(new XAttribute("name", prefab.Name),
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new XAttribute("ID", ID),
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new XAttribute("rect",
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(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
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(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
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rect.Width + "," + rect.Height));
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for (int i = 0; i < sections.Length; i++)
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{
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if (sections[i].damage == 0.0f) continue;
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var sectionElement =
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new XElement("section",
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new XAttribute("i", i),
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new XAttribute("damage", sections[i].damage));
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if (sections[i].gap != null)
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{
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sectionElement.Add(new XAttribute("gap", sections[i].gap.ID));
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}
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element.Add(sectionElement);
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}
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parentElement.Add(element);
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return element;
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}
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}
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}
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