v0.13.0.11
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@@ -95,8 +95,9 @@ namespace Barotrauma
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public OutpostModuleInfo OutpostModuleInfo { get; set; }
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public bool IsOutpost => Type == SubmarineType.Outpost;
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public bool IsOutpost => Type == SubmarineType.Outpost || Type == SubmarineType.OutpostModule;
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public bool IsWreck => Type == SubmarineType.Wreck;
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public bool IsBeacon => Type == SubmarineType.BeaconStation;
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public bool IsPlayer => Type == SubmarineType.Player;
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public bool IsCampaignCompatible => IsPlayer && !HasTag(SubmarineTag.Shuttle) && !HasTag(SubmarineTag.HideInMenus) && SubmarineClass != SubmarineClass.Undefined;
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@@ -274,7 +275,7 @@ namespace Barotrauma
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OutpostModuleInfo = new OutpostModuleInfo(original.OutpostModuleInfo);
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}
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#if CLIENT
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PreviewImage = original.PreviewImage != null ? new Sprite(original.PreviewImage.Texture, null, null) : null;
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PreviewImage = original.PreviewImage != null ? new Sprite(original.PreviewImage) : null;
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#endif
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}
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@@ -463,6 +464,49 @@ namespace Barotrauma
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}
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}
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/// <summary>
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/// Calculated from <see cref="SubmarineElement"/>. Can be used when the sub hasn't been loaded and we can't access <see cref="Submarine.RealWorldCrushDepth"/>.
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/// </summary>
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public float GetRealWorldCrushDepth()
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{
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if (SubmarineElement == null) { return Level.DefaultRealWorldCrushDepth; }
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bool structureCrushDepthsDefined = false;
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float realWorldCrushDepth = float.PositiveInfinity;
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foreach (var structureElement in SubmarineElement.GetChildElements("structure"))
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{
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string name = structureElement.Attribute("name")?.Value ?? "";
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string identifier = structureElement.GetAttributeString("identifier", "");
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var structurePrefab = Structure.FindPrefab(name, identifier);
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if (structurePrefab == null || !structurePrefab.Body) { continue; }
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if (!structureCrushDepthsDefined && structureElement.Attribute("crushdepth") != null)
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{
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structureCrushDepthsDefined = true;
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}
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float structureCrushDepth = structureElement.GetAttributeFloat("crushdepth", float.PositiveInfinity);
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realWorldCrushDepth = Math.Min(structureCrushDepth, realWorldCrushDepth);
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}
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if (!structureCrushDepthsDefined)
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{
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realWorldCrushDepth = Level.DefaultRealWorldCrushDepth;
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}
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realWorldCrushDepth *= GetRealWorldCrushDepthMultiplier();
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return realWorldCrushDepth;
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}
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/// <summary>
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/// Based on <see cref="SubmarineClass"/>
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/// </summary>
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public float GetRealWorldCrushDepthMultiplier()
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{
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if (SubmarineClass == SubmarineClass.DeepDiver)
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{
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return 1.2f;
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}
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else
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{
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return 1.0f;
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}
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}
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//saving/loading ----------------------------------------------------
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public bool SaveAs(string filePath, System.IO.MemoryStream previewImage = null)
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