Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen)
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@@ -1072,7 +1072,7 @@ namespace Barotrauma
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if (distanceToItem > item.InteractDistance && item.InteractDistance > 0.0f) return false;
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if (!item.Prefab.InteractThroughWalls && Screen.Selected != GameMain.EditMapScreen && !insideTrigger)
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if (!item.Prefab.InteractThroughWalls && Screen.Selected != GameMain.SubEditorScreen && !insideTrigger)
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{
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Vector2 itemPosition = item.SimPosition;
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if (Submarine == null && item.Submarine != null)
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@@ -1253,7 +1253,7 @@ namespace Barotrauma
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return;
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}
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if ((!isLocalPlayer && IsKeyHit(InputType.Select) && GameMain.Server == null) ||
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(isLocalPlayer && (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.EditMapScreen)))
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(isLocalPlayer && (findFocusedTimer <= 0.0f || Screen.Selected == GameMain.SubEditorScreen)))
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{
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focusedCharacter = FindCharacterAtPosition(mouseSimPos);
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focusedItem = FindItemAtPosition(mouseSimPos, AnimController.InWater ? 0.5f : 0.25f);
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@@ -109,7 +109,7 @@ namespace Barotrauma.Items.Components
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}
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else //the submarine is not being loaded, which means we're either in the sub editor or the item has been spawned mid-round
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{
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if (Screen.Selected == GameMain.EditMapScreen)
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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//in the sub editor, attach
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AttachToWall();
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@@ -107,7 +107,7 @@ namespace Barotrauma.Items.Components
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var rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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pickTimer = 0.0f;
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while (pickTimer < requiredTime && Screen.Selected != GameMain.EditMapScreen)
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while (pickTimer < requiredTime && Screen.Selected != GameMain.SubEditorScreen)
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{
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if (picker.IsKeyDown(InputType.Aim) || !picker.CanInteractWith(item))
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{
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@@ -214,7 +214,7 @@ namespace Barotrauma.Items.Components
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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if ((item.Submarine != sub || sub == null) && Screen.Selected != GameMain.EditMapScreen)
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if ((item.Submarine != sub || sub == null) && Screen.Selected != GameMain.SubEditorScreen)
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{
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ClearConnections();
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return;
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@@ -339,7 +339,7 @@ namespace Barotrauma.Items.Components
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private Vector2 RoundNode(Vector2 position, Hull hull)
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{
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if (Screen.Selected == GameMain.EditMapScreen)
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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position.X = MathUtils.Round(position.X, Submarine.GridSize.X / 2.0f);
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position.Y = MathUtils.Round(position.Y, Submarine.GridSize.Y / 2.0f);
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@@ -1052,7 +1052,7 @@ namespace Barotrauma
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foreach (ItemComponent ic in components)
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{
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bool pickHit = false, selectHit = false;
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if (Screen.Selected == GameMain.EditMapScreen)
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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pickHit = picker.IsKeyHit(InputType.Select);
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selectHit = picker.IsKeyHit(InputType.Select);
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@@ -1083,7 +1083,7 @@ namespace Barotrauma
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if (tempRequiredSkill != null) requiredSkill = tempRequiredSkill;
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bool showUiMsg = picker == Character.Controlled && Screen.Selected != GameMain.EditMapScreen;
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bool showUiMsg = picker == Character.Controlled && Screen.Selected != GameMain.SubEditorScreen;
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if (!ignoreRequiredItems && !ic.HasRequiredItems(picker, showUiMsg)) continue;
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if ((ic.CanBePicked && pickHit && ic.Pick(picker)) ||
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(ic.CanBeSelected && selectHit && ic.Select(picker)))
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@@ -1115,7 +1115,7 @@ namespace Barotrauma
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}
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#if CLIENT
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if (!hasRequiredSkills && Character.Controlled == picker && Screen.Selected != GameMain.EditMapScreen)
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if (!hasRequiredSkills && Character.Controlled == picker && Screen.Selected != GameMain.SubEditorScreen)
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{
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GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
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if (requiredSkill != null)
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@@ -131,7 +131,7 @@ namespace Barotrauma
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LinkedSubmarine linkedSub = null;
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if (Screen.Selected == GameMain.EditMapScreen)
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if (Screen.Selected == GameMain.SubEditorScreen)
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{
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//string filePath = ToolBox.GetAttributeString(element, "filepath", "");
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