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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@@ -82,7 +82,14 @@ namespace Subsurface.Particles
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color = prefab.startColor;
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alpha = prefab.startAlpha;
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velocityChange = prefab.velocityChange;
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velocityChange = prefab.velocityChange;
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if (prefab.rotateToDirection)
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{
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this.rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
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prevRotation = rotation;
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}
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}
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public bool Update(float deltaTime)
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@@ -93,7 +100,10 @@ namespace Subsurface.Particles
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if (prefab.rotateToDirection)
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{
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rotation = MathUtils.VectorToAngle(velocity);
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if (velocityChange != Vector2.Zero || angularVelocity != 0.0f)
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{
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rotation = MathUtils.VectorToAngle(new Vector2(velocity.X, -velocity.Y));
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}
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}
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else
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{
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@@ -153,15 +163,17 @@ namespace Subsurface.Particles
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drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
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spriteBatch.Draw(
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prefab.sprite.Texture,
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drawPosition,
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null,
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color*alpha,
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drawRotation,
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prefab.sprite.origin,
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size,
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SpriteEffects.None, prefab.sprite.Depth);
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prefab.sprite.Draw(spriteBatch, drawPosition, color*alpha, drawRotation, size.X, SpriteEffects.None, prefab.sprite.Depth);
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//spriteBatch.Draw(
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// prefab.sprite.Texture,
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// drawPosition,
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// null,
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// color*alpha,
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// drawRotation,
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// prefab.sprite.origin,
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// size,
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// SpriteEffects.None, prefab.sprite.Depth);
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prevPosition = position;
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prevRotation = rotation;
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