assigning jobs when a round starts, crew tab in multiplayer, repairtool particles light & sounds, attachable buttons, increased repairtool range & limbdamage, captain's uniform, wearable sprite bugfixes
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@@ -134,6 +134,11 @@ namespace Subsurface
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get { return prefab; }
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}
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public string ConfigFile
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{
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get { return prefab.ConfigFile; }
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}
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//which type of inventory slots (head, torso, any, etc) the item can be placed in
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public LimbSlot AllowedSlots
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{
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@@ -443,12 +448,22 @@ namespace Subsurface
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{
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foreach (ItemComponent ic in components)
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{
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if (!ic.IsActive) continue;
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if (ic.Parent != null) ic.IsActive = ic.Parent.IsActive;
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if (!ic.WasUsed) ic.StopSounds(ActionType.OnUse);
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ic.WasUsed = false;
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if (!ic.IsActive)
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{
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ic.StopSounds(ActionType.OnActive);
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continue;
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}
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if (condition > 0.0f)
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{
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ic.Update(deltaTime, cam);
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ic.PlaySound(ActionType.OnActive, Position, true);
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ic.PlaySound(ActionType.OnActive, Position);
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ic.ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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}
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else
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@@ -462,7 +477,6 @@ namespace Subsurface
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if (body.LinearVelocity.Length()>0.001f) FindHull();
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(body.Position);
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rect.X = (int)(displayPos.X - rect.Width / 2.0f);
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@@ -618,7 +632,6 @@ namespace Subsurface
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{
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foreach (RelatedItem relatedItem in ic.requiredItems)
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{
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new GUITextBlock(new Rectangle(0, y, 100, 20), ic.Name + ": " + relatedItem.Type.ToString() + " required", GUI.style, editingHUD);
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GUITextBox namesBox = new GUITextBox(new Rectangle(0, y, 200, 20), Alignment.Right, GUI.style, editingHUD);
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@@ -809,6 +822,8 @@ namespace Subsurface
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if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
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if (ic.Use(deltaTime, character))
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{
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ic.WasUsed = true;
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ic.PlaySound(ActionType.OnUse, Position);
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ic.ApplyStatusEffects(ActionType.OnUse, deltaTime, character);
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