Split Machines ItemComponents
There's still a lot of work to do before we can get the server to compile
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@@ -9,7 +9,7 @@ using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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class Gap : MapEntity
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partial class Gap : MapEntity
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{
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public static List<Gap> GapList = new List<Gap>();
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@@ -189,58 +189,6 @@ namespace Barotrauma
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}
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}
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public override void Draw(SpriteBatch sb, bool editing, bool back = true)
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{
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if (GameMain.DebugDraw)
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{
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Vector2 center = new Vector2(WorldRect.X + rect.Width / 2.0f, -(WorldRect.Y - rect.Height/ 2.0f));
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GUI.DrawLine(sb, center, center + new Vector2(flowForce.X, -flowForce.Y)/10.0f, Color.Red);
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GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + new Vector2(lerpedFlowForce.X, -lerpedFlowForce.Y) / 10.0f + Vector2.One * 5.0f, Color.Orange);
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}
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if (!editing || !ShowGaps) return;
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Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
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if (isHighlighted) clr = Color.Gold;
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float depth = (ID % 255) * 0.000001f;
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GUI.DrawRectangle(
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sb, new Rectangle(WorldRect.X, -WorldRect.Y, rect.Width, rect.Height),
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clr * 0.5f, true,
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depth,
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(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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for (int i = 0; i < linkedTo.Count; i++)
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{
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Vector2 dir = isHorizontal ?
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new Vector2(Math.Sign(linkedTo[i].Rect.Center.X - rect.Center.X), 0.0f)
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: new Vector2(0.0f, Math.Sign((linkedTo[i].Rect.Y - linkedTo[i].Rect.Height / 2.0f) - (rect.Y - rect.Height / 2.0f)));
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Vector2 arrowPos = new Vector2(WorldRect.Center.X, -(WorldRect.Y - WorldRect.Height / 2));
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arrowPos += new Vector2(dir.X * (WorldRect.Width / 2 + 10), dir.Y * (WorldRect.Height / 2 + 10));
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GUI.Arrow.Draw(sb,
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arrowPos, clr * 0.8f,
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GUI.Arrow.Origin, MathUtils.VectorToAngle(dir) + MathHelper.PiOver2,
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isHorizontal ? new Vector2(rect.Height / 16.0f, 1.0f) : new Vector2(rect.Width / 16.0f, 1.0f),
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SpriteEffects.None, depth);
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}
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if (IsSelected)
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{
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GUI.DrawRectangle(sb,
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new Vector2(WorldRect.X - 5, -WorldRect.Y - 5),
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new Vector2(rect.Width + 10, rect.Height + 10),
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Color.Red,
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false,
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depth,
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(int)Math.Max((1.5f / GameScreen.Selected.Cam.Zoom), 1.0f));
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}
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}
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public override void Update(Camera cam, float deltaTime)
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{
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flowForce = Vector2.Zero;
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@@ -275,11 +223,12 @@ namespace Barotrauma
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{
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pos.X += Math.Sign(flowForce.X);
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pos.Y = MathHelper.Clamp((higherSurface + lowerSurface) / 2.0f, rect.Y - rect.Height, rect.Y) + 10;
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Vector2 velocity = new Vector2(
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MathHelper.Clamp(flowForce.X, -5000.0f, 5000.0f) * Rand.Range(0.5f, 0.7f),
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flowForce.Y * Rand.Range(0.5f, 0.7f));
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#if CLIENT
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var particle = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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(Submarine == null ? pos : pos + Submarine.Position) - Vector2.UnitY * Rand.Range(0.0f, 10.0f),
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@@ -289,16 +238,19 @@ namespace Barotrauma
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{
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particle.Size = particle.Size * Math.Min(Math.Abs(flowForce.X / 1000.0f), 5.0f);
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}
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#endif
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if (Math.Abs(flowForce.X) > 300.0f)
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{
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pos.X += Math.Sign(flowForce.X) * 10.0f;
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pos.Y = Rand.Range(lowerSurface, rect.Y - rect.Height);
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#if CLIENT
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GameMain.ParticleManager.CreateParticle(
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"bubbles",
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 10.0f, 0, flowTargetHull);
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#endif
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}
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}
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else
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@@ -314,6 +266,7 @@ namespace Barotrauma
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lerpedFlowForce.X * Rand.Range(0.5f, 0.7f),
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Math.Max(lerpedFlowForce.Y, -100.0f) * Rand.Range(0.5f, 0.7f));
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#if CLIENT
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var splash = GameMain.ParticleManager.CreateParticle(
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"watersplash",
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Submarine == null ? pos : pos + Submarine.Position,
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@@ -325,6 +278,7 @@ namespace Barotrauma
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"bubbles",
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Submarine == null ? pos : pos + Submarine.Position,
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flowForce / 2.0f, 0, FlowTargetHull);
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#endif
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}
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}
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@@ -696,37 +650,7 @@ namespace Barotrauma
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{
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FindHulls();
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}
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public override XElement Save(XElement parentElement)
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{
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XElement element = new XElement("Gap");
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element.Add(
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new XAttribute("ID", ID),
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new XAttribute("horizontal", isHorizontal ? "true" : "false"));
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element.Add(new XAttribute("rect",
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(int)(rect.X - Submarine.HiddenSubPosition.X) + "," +
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(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
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rect.Width + "," + rect.Height));
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//if (linkedTo != null)
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//{
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// int i = 0;
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// foreach (Entity e in linkedTo)
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// {
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// if (e == null) continue;
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// element.Add(new XAttribute("linkedto" + i, e.ID));
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// i += 1;
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// }
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//}
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parentElement.Add(element);
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return element;
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}
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public static void Load(XElement element, Submarine submarine)
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{
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Rectangle rect = Rectangle.Empty;
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