Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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@@ -9,9 +9,8 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class Engine : Powered
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partial class Engine : Powered
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{
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private float force;
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private float targetForce;
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@@ -49,6 +48,7 @@ namespace Barotrauma.Items.Components
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{
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IsActive = true;
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#if CLIENT
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var button = new GUIButton(new Rectangle(160, 50, 30, 30), "-", "", GuiFrame);
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button.OnClicked = (GUIButton btn, object obj) =>
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{
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@@ -63,7 +63,8 @@ namespace Barotrauma.Items.Components
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targetForce += 1.0f;
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return true;
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};
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};
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#endif
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}
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public float CurrentVolume
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@@ -91,41 +92,19 @@ namespace Barotrauma.Items.Components
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item.CurrentHull.AiTarget.SoundRange = Math.Max(currForce.Length(), item.CurrentHull.AiTarget.SoundRange);
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}
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#if CLIENT
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for (int i = 0; i < 5; i++)
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{
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GameMain.ParticleManager.CreateParticle("bubbles", item.WorldPosition - (Vector2.UnitX * item.Rect.Width/2),
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-currForce / 5.0f + new Vector2(Rand.Range(-100.0f, 100.0f), Rand.Range(-50f, 50f)),
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0.0f, item.CurrentHull);
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}
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#endif
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}
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voltage = 0.0f;
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}
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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//isActive = true;
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GuiFrame.Draw(spriteBatch);
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//int width = 300, height = 300;
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//int x = Game1.GraphicsWidth / 2 - width / 2;
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//int y = Game1.GraphicsHeight / 2 - height / 2 - 50;
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//GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black, true);
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GUI.Font.DrawString(spriteBatch, "Force: " + (int)(targetForce) + " %", new Vector2(GuiFrame.Rect.X + 30, GuiFrame.Rect.Y + 30), Color.White);
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}
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public override void AddToGUIUpdateList()
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{
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GuiFrame.AddToGUIUpdateList();
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}
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public override void UpdateHUD(Character character)
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{
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GuiFrame.Update(1.0f / 60.0f);
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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{
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force = MathHelper.Lerp(force, 0.0f, 0.1f);
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