Functional level generation + moving the submarine
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@@ -197,6 +197,10 @@ namespace Subsurface
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case "editchar":
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Game1.EditCharacterScreen.Select();
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break;
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case "freecamera":
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Character.Controlled = null;
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Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
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break;
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case "editwater":
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case "water":
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if (Game1.Client== null)
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@@ -205,7 +209,8 @@ namespace Subsurface
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}
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break;
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case "generatelevel":
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Game1.Level = new Level(Game1.localRandom.Next(), 20, 500, 500);
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Game1.Level = new Level(100, 500,500, 50);
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Game1.Level.Generate(100.0f);
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break;
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case "fowenabled":
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case "fow":
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@@ -218,12 +223,12 @@ namespace Subsurface
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break;
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case "savemap":
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if (commands.Length < 2) break;
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Map.SaveCurrent("Content/SavedMaps/" + commands[1]);
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Submarine.SaveCurrent("Content/SavedMaps/" + commands[1]);
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NewMessage("map saved", Color.Green);
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break;
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case "loadmap":
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if (commands.Length < 2) break;
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Map.Load("Content/SavedMaps/" + commands[1]);
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Submarine.Load("Content/SavedMaps/" + commands[1]);
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break;
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case "savegame":
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SaveUtil.SaveGame(SaveUtil.SaveFolder+"save");
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