Unstable 0.1300.0.4
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@@ -705,6 +705,7 @@ namespace Barotrauma.Items.Components
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if (c.Params.HideInSonar) { continue; }
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if (!c.IsUnconscious && c.Params.DistantSonarRange > 0.0f &&
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c.AIController is EnemyAIController enemyAI && enemyAI.IsTargetingPlayer &&
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((c.WorldPosition - transducerCenter) * displayScale).LengthSquared() > DisplayRadius * DisplayRadius)
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{
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float dist = Vector2.Distance(c.WorldPosition, transducerCenter);
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@@ -1099,6 +1100,7 @@ namespace Barotrauma.Items.Components
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if (Level.Loaded != null && dockingPort.Item.Submarine.WorldPosition.Y > Level.Loaded.Size.Y) { continue; }
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if (dockingPort.Item.Submarine == null) { continue; }
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if (dockingPort.Item.Submarine.Info.IsWreck) { continue; }
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if (!dockingPort.Item.Submarine.ShowSonarMarker && !dockingPort.Item.Submarine.Info.IsOutpost) { continue; }
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//don't show the docking ports of the opposing team on the sonar
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if (item.Submarine != null)
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@@ -238,7 +238,8 @@ namespace Barotrauma.Items.Components
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if (!PlayerInput.PrimaryMouseButtonHeld())
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{
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if (GameMain.NetworkMember != null || panel.CheckCharacterSuccess(Character.Controlled))
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if ((GameMain.NetworkMember != null || panel.CheckCharacterSuccess(Character.Controlled)) &&
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Wires.Count(w => w != null) < MaxPlayerConnectableWires)
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{
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//find an empty cell for the new connection
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int index = FindEmptyIndex();
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@@ -50,7 +50,8 @@ namespace Barotrauma.Items.Components
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var textBox = new GUITextBox(new RectTransform(new Vector2(0.5f, 1.0f), layoutGroup.RectTransform), ciElement.Signal, style: "GUITextBoxNoIcon")
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{
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OverflowClip = true,
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UserData = ciElement
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UserData = ciElement,
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MaxTextLength = ciElement.MaxTextLength
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};
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//reset size restrictions set by the Style to make sure the elements can fit the interface
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textBox.RectTransform.MinSize = textBox.Frame.RectTransform.MinSize = new Point(0, 0);
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@@ -130,12 +130,15 @@ namespace Barotrauma.Items.Components
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}
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}
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powerIndicator = new GUIProgressBar(new RectTransform(new Vector2(0.18f, 0.03f), GUI.Canvas, Anchor.TopCenter)
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powerIndicator = new GUIProgressBar(new RectTransform(new Vector2(0.18f, 0.03f), GUI.Canvas, Anchor.BottomCenter)
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{
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MinSize = new Point(100,20),
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MinSize = new Point(100, 20),
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RelativeOffset = new Vector2(0.0f, 0.01f)
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},
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barSize: 0.0f, style: "DeviceProgressBar");
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},
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barSize: 0.0f, style: "DeviceProgressBar")
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{
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CanBeFocused = false
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};
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}
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public override void Move(Vector2 amount)
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@@ -497,9 +500,15 @@ namespace Barotrauma.Items.Components
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foreach (MapEntity e in item.linkedTo)
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{
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if (!(e is Item linkedItem)) { continue; }
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availableAmmo.AddRange(linkedItem.ContainedItems);
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}
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var itemContainer = linkedItem.GetComponent<ItemContainer>();
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if (itemContainer == null) { continue; }
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availableAmmo.AddRange(itemContainer.Inventory.AllItems);
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for (int i = 0; i < itemContainer.Inventory.Capacity - itemContainer.Inventory.AllItems.Count(); i++)
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{
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availableAmmo.Add(null);
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}
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}
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float chargeRate =
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powerConsumption <= 0.0f ?
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1.0f :
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@@ -534,7 +543,7 @@ namespace Barotrauma.Items.Components
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int spacing = 5;
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int slotsPerRow = Math.Min(availableAmmo.Count, 6);
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int totalWidth = slotSize.X * slotsPerRow + spacing * (slotsPerRow - 1);
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Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, (int)(60 * GUI.Scale));
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Point invSlotPos = new Point(GameMain.GraphicsWidth / 2 - totalWidth / 2, powerIndicator.Rect.Y - (int)(75 * GUI.Scale));
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for (int i = 0; i < availableAmmo.Count; i++)
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{
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// TODO: Optimize? Creates multiple new objects per frame?
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