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 FarseerPhysics;
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using FarseerPhysics.Common;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Lidgren.Network;
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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.Diagnostics;
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using Voronoi2;
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using Barotrauma.RuinGeneration;
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namespace Barotrauma
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{
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partial class Level
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{
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private LevelRenderer renderer;
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public void DrawFront(SpriteBatch spriteBatch)
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{
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if (renderer == null) return;
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renderer.Draw(spriteBatch);
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if (GameMain.DebugDraw)
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{
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foreach (InterestingPosition pos in positionsOfInterest)
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{
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Color color = Color.Yellow;
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if (pos.PositionType == PositionType.Cave)
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{
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color = Color.DarkOrange;
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}
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else if (pos.PositionType == PositionType.Ruin)
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{
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color = Color.LightGray;
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}
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GUI.DrawRectangle(spriteBatch, new Vector2(pos.Position.X - 15.0f, -pos.Position.Y - 15.0f), new Vector2(30.0f, 30.0f), color, true);
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}
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}
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}
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public void DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
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{
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float brightness = MathHelper.Clamp(50.0f + (cam.Position.Y - Size.Y) / 2000.0f, 10.0f, 40.0f);
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float avgValue = (backgroundColor.R + backgroundColor.G + backgroundColor.G) / 3;
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GameMain.LightManager.AmbientLight = new Color(backgroundColor * (brightness / avgValue), 1.0f);
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graphics.Clear(backgroundColor);
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if (renderer == null) return;
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renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
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}
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}
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}
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