Moar progress, fixed shadow/los/submarine misalignment issues
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@@ -270,8 +270,11 @@ namespace Barotrauma
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float maxDelta = Math.Max(Math.Abs(rightDelta[i]), Math.Abs(leftDelta[i]));
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if (maxDelta > Rand.Range(1.0f,10.0f))
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{
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Vector2 particlePos = new Vector2(rect.X + WaveWidth * i, surface + waveY[i]);
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if (Submarine != null) particlePos += Submarine.Position;
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GameMain.ParticleManager.CreateParticle("mist",
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new Vector2(rect.X + WaveWidth * i,surface + waveY[i]),
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particlePos,
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new Vector2(0.0f, -50.0f), 0.0f, this);
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}
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@@ -473,21 +476,21 @@ namespace Barotrauma
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}
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//returns the water block which contains the point (or null if it isn't inside any)
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public static Hull FindHull(Vector2 position, Hull guess = null)
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public static Hull FindHull(Vector2 worldPosition, Hull guess = null)
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{
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return FindHull(position, hullList, guess);
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return FindHull(worldPosition, hullList, guess);
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}
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public static Hull FindHull(Vector2 position, List<Hull> hulls, Hull guess = null)
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public static Hull FindHull(Vector2 worldPosition, List<Hull> hulls, Hull guess = null)
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{
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if (guess != null && hulls.Contains(guess))
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{
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if (Submarine.RectContains(guess.rect, position)) return guess;
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if (Submarine.RectContains(guess.WorldRect, worldPosition)) return guess;
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}
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foreach (Hull w in hulls)
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foreach (Hull hull in hulls)
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{
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if (Submarine.RectContains(w.rect, position)) return w;
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if (Submarine.RectContains(hull.WorldRect, worldPosition)) return hull;
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}
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return null;
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