Unstable 0.1300.0.4
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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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