(d041dfb1b) Implemented lazy sprite loading (= the texture isn't loaded until it's accessed for the first time). Atm only used in LevelObjectPrefabs and location portraits.
This commit is contained in:
@@ -720,6 +720,25 @@ namespace Barotrauma
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}
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}
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};
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};
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//spacing
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new GUIFrame(new RectTransform(new Vector2(1.0f, 0.02f), generalLayoutGroup.RectTransform), style: null);
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new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomLeft),
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TextManager.Get("Cancel"), style: "GUIButtonLarge")
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{
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IgnoreLayoutGroups = true,
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OnClicked = (x, y) =>
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{
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if (UnsavedSettings)
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{
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LoadPlayerConfig();
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}
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if (Screen.Selected == GameMain.MainMenuScreen) GameMain.MainMenuScreen.ReturnToMainMenu(null, null);
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GUI.SettingsMenuOpen = false;
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return true;
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}
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};
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applyButton = new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomRight),
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applyButton = new GUIButton(new RectTransform(new Vector2(0.4f, 1.0f), buttonArea.RectTransform, Anchor.BottomRight),
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TextManager.Get("ApplySettingsButton"), style: "GUIButtonLarge")
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TextManager.Get("ApplySettingsButton"), style: "GUIButtonLarge")
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{
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{
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@@ -76,6 +76,9 @@ namespace Barotrauma
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partial void InitProjSpecific()
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partial void InitProjSpecific()
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{
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{
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Prefab.Sprite?.EnsureLazyLoaded();
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Prefab.SpecularSprite?.EnsureLazyLoaded();
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CurrentSwingAmount = Prefab.SwingAmountRad;
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CurrentSwingAmount = Prefab.SwingAmountRad;
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CurrentScaleOscillation = Prefab.ScaleOscillation;
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CurrentScaleOscillation = Prefab.ScaleOscillation;
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@@ -291,11 +291,6 @@ namespace Barotrauma.Lights
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spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
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spriteBatch.Draw(HighlightMap, Vector2.Zero, Color.White);
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spriteBatch.End();
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spriteBatch.End();
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}
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}
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GameMain.ParticleManager.Draw(spriteBatch, true, null, Particles.ParticleBlendState.Additive);
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spriteBatch.End();
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//draw a black rectangle on hulls to hide background lights behind subs
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//---------------------------------------------------------------------------------------------------
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//draw characters to obstruct the highlighted items/characters and light sprites
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//draw characters to obstruct the highlighted items/characters and light sprites
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//---------------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------------
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@@ -14,7 +14,11 @@ namespace Barotrauma
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public Texture2D Texture
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public Texture2D Texture
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{
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{
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get { return texture; }
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get
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{
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EnsureLazyLoaded();
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return texture;
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}
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}
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}
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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public Sprite(Texture2D texture, Rectangle? sourceRectangle, Vector2? newOffset, float newRotation = 0.0f)
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@@ -51,6 +55,28 @@ namespace Barotrauma
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if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
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if (sourceVector.W == 0.0f) sourceVector.W = texture.Height;
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}
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}
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public void EnsureLazyLoaded()
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{
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if (!lazyLoad || texture != null) { return; }
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Vector4 sourceVector = Vector4.Zero;
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bool temp2 = false;
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LoadTexture(ref sourceVector, ref temp2, preMultipliedAlpha);
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if (sourceRect.Width == 0 && sourceRect.Height == 0)
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{
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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size.X *= sourceRect.Width;
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size.Y *= sourceRect.Height;
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RelativeOrigin = SourceElement.GetAttributeVector2("origin", new Vector2(0.5f, 0.5f));
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}
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foreach (Sprite s in list)
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{
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if (s == this) { continue; }
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if (s.FullPath == FullPath && s.texture != null) { s.texture = texture; }
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}
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}
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public void ReloadTexture()
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public void ReloadTexture()
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{
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{
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var sprites = LoadedSprites.Where(s => s.Texture == texture).ToList();
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var sprites = LoadedSprites.Where(s => s.Texture == texture).ToList();
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@@ -72,11 +98,12 @@ namespace Barotrauma
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public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true)
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public static Texture2D LoadTexture(string file, bool preMultiplyAlpha = true)
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{
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{
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if (string.IsNullOrWhiteSpace(file)) { return new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1); }
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if (string.IsNullOrWhiteSpace(file)) { return new Texture2D(GameMain.GraphicsDeviceManager.GraphicsDevice, 1, 1); }
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file = Path.GetFullPath(file);
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file = Path.GetFullPath(file);
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foreach (Sprite s in list)
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foreach (Sprite s in list)
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{
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{
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if (s.FullPath == file) return s.texture;
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if (s.FullPath == file && s.texture != null) { return s.texture; }
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}
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}
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if (File.Exists(file))
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if (File.Exists(file))
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@@ -109,7 +136,7 @@ namespace Barotrauma
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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{
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if (texture == null) return;
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if (Texture == null) { return; }
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//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
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//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
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spriteBatch.Draw(texture, pos + offset, sourceRect, color, rotation + rotate, origin, scale, spriteEffect, depth ?? this.depth);
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}
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}
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@@ -119,7 +146,7 @@ namespace Barotrauma
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/// </summary>
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/// </summary>
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public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public void DrawSilhouette(SpriteBatch spriteBatch, Vector2 pos, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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{
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if (texture == null) return;
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if (Texture == null) { return; }
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for (int x = -1; x <= 1; x += 2)
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for (int x = -1; x <= 1; x += 2)
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{
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{
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for (int y = -1; y <= 1; y += 2)
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for (int y = -1; y <= 1; y += 2)
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@@ -132,6 +159,7 @@ namespace Barotrauma
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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Rectangle? rect = null, Color? color = null, Point? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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{
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if (Texture == null) { return; }
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//Init optional values
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//Init optional values
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Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
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Vector2 drawOffset = startOffset.HasValue ? new Vector2(startOffset.Value.X, startOffset.Value.Y) : Vector2.Zero;
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Vector2 scale = textureScale ?? Vector2.One;
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Vector2 scale = textureScale ?? Vector2.One;
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@@ -26,10 +26,6 @@ namespace Barotrauma.Items.Components
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private float blinkTimer;
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private float blinkTimer;
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private bool itemLoaded;
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private float blinkTimer;
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public PhysicsBody ParentBody;
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public PhysicsBody ParentBody;
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
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@@ -331,10 +331,10 @@ namespace Barotrauma
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switch (subElement.Name.ToString().ToLowerInvariant())
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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{
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case "sprite":
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case "sprite":
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Sprite = new Sprite(subElement);
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Sprite = new Sprite(subElement, lazyLoad: true);
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break;
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break;
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case "specularsprite":
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case "specularsprite":
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SpecularSprite = new Sprite(subElement);
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SpecularSprite = new Sprite(subElement, lazyLoad: true);
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break;
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break;
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case "deformablesprite":
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case "deformablesprite":
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DeformableSprite = new DeformableSprite(subElement);
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DeformableSprite = new DeformableSprite(subElement);
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@@ -126,7 +126,7 @@ namespace Barotrauma
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CanChangeTo.Add(new LocationTypeChange(Identifier, subElement));
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CanChangeTo.Add(new LocationTypeChange(Identifier, subElement));
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break;
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break;
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case "portrait":
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case "portrait":
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var portrait = new Sprite(subElement);
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var portrait = new Sprite(subElement, lazyLoad: true);
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if (portrait != null)
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if (portrait != null)
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{
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{
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portraits.Add(portrait);
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portraits.Add(portrait);
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@@ -28,6 +28,10 @@ namespace Barotrauma
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//the offset used when drawing the sprite
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//the offset used when drawing the sprite
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protected Vector2 offset;
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protected Vector2 offset;
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private bool preMultipliedAlpha;
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private bool lazyLoad;
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protected Vector2 origin;
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protected Vector2 origin;
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//the size of the drawn sprite, if larger than the source,
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//the size of the drawn sprite, if larger than the source,
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@@ -99,8 +103,9 @@ namespace Barotrauma
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partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true);
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partial void LoadTexture(ref Vector4 sourceVector, ref bool shouldReturn, bool premultiplyAlpha = true);
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partial void CalculateSourceRect();
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partial void CalculateSourceRect();
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public Sprite(XElement element, string path = "", string file = "", bool? preMultiplyAlpha = null)
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public Sprite(XElement element, string path = "", string file = "", bool? preMultiplyAlpha = null, bool lazyLoad = false)
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{
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{
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this.lazyLoad = lazyLoad;
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SourceElement = element;
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SourceElement = element;
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if (file == "")
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if (file == "")
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{
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{
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@@ -123,8 +128,12 @@ namespace Barotrauma
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Name = SourceElement.GetAttributeString("name", null);
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Name = SourceElement.GetAttributeString("name", null);
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Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
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Vector4 sourceVector = SourceElement.GetAttributeVector4("sourcerect", Vector4.Zero);
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preMultipliedAlpha = preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true);
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bool shouldReturn = false;
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bool shouldReturn = false;
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LoadTexture(ref sourceVector, ref shouldReturn, preMultiplyAlpha ?? SourceElement.GetAttributeBool("premultiplyalpha", true));
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if (!lazyLoad)
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{
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LoadTexture(ref sourceVector, ref shouldReturn, preMultipliedAlpha);
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}
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if (shouldReturn) return;
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if (shouldReturn) return;
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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sourceRect = new Rectangle((int)sourceVector.X, (int)sourceVector.Y, (int)sourceVector.Z, (int)sourceVector.W);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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size = SourceElement.GetAttributeVector2("size", Vector2.One);
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