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 Microsoft.Xna.Framework;
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using Barotrauma.Lights;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using Barotrauma.Networking;
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using FarseerPhysics;
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namespace Barotrauma
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{
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partial class Explosion
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{
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private void ExplodeProjSpecific(Vector2 worldPosition,Hull hull)
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{
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if (shockwave)
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{
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GameMain.ParticleManager.CreateParticle("shockwave", worldPosition,
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Vector2.Zero, 0.0f, hull);
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}
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for (int i = 0; i < attack.Range * 0.1f; i++)
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{
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Vector2 bubblePos = Rand.Vector(attack.Range * 0.5f);
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GameMain.ParticleManager.CreateParticle("bubbles", worldPosition + bubblePos,
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bubblePos, 0.0f, hull);
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if (sparks)
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{
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GameMain.ParticleManager.CreateParticle("spark", worldPosition,
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Rand.Vector(Rand.Range(500.0f, 800.0f)), 0.0f, hull);
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}
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if (flames)
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{
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GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
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}
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if (smoke)
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{
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GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
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}
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}
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float displayRange = attack.Range;
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if (displayRange < 0.1f) return;
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var light = new LightSource(worldPosition, displayRange, Color.LightYellow, null);
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CoroutineManager.StartCoroutine(DimLight(light));
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}
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private IEnumerable<object> DimLight(LightSource light)
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{
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float currBrightness = 1.0f;
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float startRange = light.Range;
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while (light.Color.A > 0.0f)
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{
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light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
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light.Range = startRange * currBrightness;
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currBrightness -= CoroutineManager.DeltaTime * 20.0f;
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yield return CoroutineStatus.Running;
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}
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light.Remove();
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yield return CoroutineStatus.Success;
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}
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}
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}
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