Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Lidgren.Network;
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namespace Barotrauma.Items.Components
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{
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partial class ConnectionPanel : ItemComponent, IServerSerializable, IClientSerializable
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{
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public override void UpdateHUD(Character character)
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{
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if (character != Character.Controlled || character != user) return;
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if (Screen.Selected != GameMain.EditMapScreen &&
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character.IsKeyHit(InputType.Select) &&
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character.SelectedConstruction == this.item) character.SelectedConstruction = null;
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if (HighlightedWire != null)
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{
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HighlightedWire.Item.IsHighlighted = true;
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if (HighlightedWire.Connections[0] != null && HighlightedWire.Connections[0].Item != null) HighlightedWire.Connections[0].Item.IsHighlighted = true;
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if (HighlightedWire.Connections[1] != null && HighlightedWire.Connections[1].Item != null) HighlightedWire.Connections[1].Item.IsHighlighted = true;
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}
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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if (character != Character.Controlled || character != user) return;
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HighlightedWire = null;
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Connection.DrawConnections(spriteBatch, this, character);
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}
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public override XElement Save(XElement parentElement)
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{
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XElement componentElement = base.Save(parentElement);
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foreach (Connection c in Connections)
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{
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c.Save(componentElement);
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}
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return componentElement;
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}
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}
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}
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