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.Lights;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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partial class FireSource
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{
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static Sound fireSoundBasic, fireSoundLarge;
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private LightSource lightSource;
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private void UpdateProjSpecific(float growModifier)
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{
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if (hull.FireSources.Any(fs => fs != this && fs.size.X > size.X))
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{
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if (basicSoundIndex > 0)
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{
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Sounds.SoundManager.Stop(basicSoundIndex);
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basicSoundIndex = -1;
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}
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if (largeSoundIndex > 0)
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{
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Sounds.SoundManager.Stop(largeSoundIndex);
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largeSoundIndex = -1;
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}
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}
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else
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{
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if (fireSoundBasic != null)
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{
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basicSoundIndex = fireSoundBasic.Loop(basicSoundIndex,
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Math.Min(size.X / 100.0f, 1.0f), WorldPosition + size / 2.0f, 1000.0f);
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}
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if (fireSoundLarge != null)
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{
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largeSoundIndex = fireSoundLarge.Loop(largeSoundIndex,
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MathHelper.Clamp((size.X - 200.0f) / 100.0f, 0.0f, 1.0f), WorldPosition + size / 2.0f, 1000.0f);
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}
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}
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float count = Rand.Range(0.0f, size.X / 50.0f);
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for (int i = 0; i < count; i++)
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{
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Vector2 particlePos = new Vector2(
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WorldPosition.X + Rand.Range(0.0f, size.X),
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Rand.Range(WorldPosition.Y - size.Y, WorldPosition.Y + 20.0f));
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Vector2 particleVel = new Vector2(
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(particlePos.X - (WorldPosition.X + size.X / 2.0f)),
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(float)Math.Sqrt(size.X) * Rand.Range(0.0f, 15.0f) * growModifier);
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var particle = GameMain.ParticleManager.CreateParticle("flame",
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particlePos, particleVel, 0.0f, hull);
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if (particle == null) continue;
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//make some of the particles create another firesource when they enter another hull
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if (Rand.Int(20) == 1) particle.OnChangeHull = OnChangeHull;
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particle.Size *= MathHelper.Clamp(size.X / 60.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f);
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if (Rand.Int(5) == 1)
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{
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var smokeParticle = GameMain.ParticleManager.CreateParticle("smoke",
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particlePos, new Vector2(particleVel.X, particleVel.Y * 0.1f), 0.0f, hull);
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if (smokeParticle != null)
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{
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smokeParticle.Size *= MathHelper.Clamp(size.X / 100.0f * Math.Max(hull.Oxygen / hull.FullVolume, 0.4f), 0.5f, 1.0f);
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}
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}
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}
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lightSource.Range = Math.Max(size.X, size.Y) * 10.0f / 2.0f;
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lightSource.Color = new Color(1.0f, 0.45f, 0.3f) * Rand.Range(0.8f, 1.0f);
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lightSource.Position = position + Vector2.UnitY * 30.0f;
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}
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}
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}
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