Renamed screens (EditMapScreen -> SubEditorScreen, EditCharacterScreen -> CharacterEditorScreen)
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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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