(0eb0c36ec) Fixed door background sprites being drawn in front of characters (TODO: update sprite depths in the subs)
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@@ -84,13 +84,6 @@ namespace Barotrauma
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var filterHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.5f), leftColumn.RectTransform)) { RelativeSpacing = 0.05f };
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var filterHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.5f), leftColumn.RectTransform)) { RelativeSpacing = 0.05f };
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), filterHolder.RectTransform), TextManager.Get("FilterServers"));
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searchBox = new GUITextBox(new RectTransform(new Vector2(1.0f, 0.13f), filterHolder.RectTransform), "");
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var filterHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 0.5f), leftColumn.RectTransform)) { RelativeSpacing = 0.05f };
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new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), filterHolder.RectTransform), TextManager.Get("FilterServers"));
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searchBox = new GUITextBox(new RectTransform(new Vector2(1.0f, 0.13f), filterHolder.RectTransform), "");
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@@ -159,6 +152,58 @@ namespace Barotrauma
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Enabled = false
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};
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//-------------------------------------------------------------------------------------
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//right column
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//-------------------------------------------------------------------------------------
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var rightColumn = new GUILayoutGroup(new RectTransform(new Vector2(1.0f - leftColumn.RectTransform.RelativeSize.X - 0.017f, 1.0f),
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paddedFrame.RectTransform, Anchor.CenterRight))
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{
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RelativeSpacing = 0.02f,
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Stretch = true
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};
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var serverListHolder = new GUILayoutGroup(new RectTransform(new Vector2(1.0f, 1.0f), rightColumn.RectTransform)) { Stretch = true, RelativeSpacing = 0.02f };
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serverList = new GUIListBox(new RectTransform(new Vector2(1.0f, 1.0f), serverListHolder.RectTransform, Anchor.Center))
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{
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OnSelected = (btn, obj) => {
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ServerInfo serverInfo = (ServerInfo)obj;
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serverInfo.CreatePreviewWindow(serverPreview);
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return true;
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}
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};
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serverList.OnSelected += SelectServer;
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serverPreview = new GUIListBox(new RectTransform(new Vector2(1.0f, 1.0f), serverListHolder.RectTransform, Anchor.Center));
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columnRelativeWidth = new float[] { 0.04f, 0.02f, 0.044f, 0.77f, 0.02f, 0.075f, 0.06f };
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var buttonContainer = new GUIFrame(new RectTransform(new Vector2(1.0f, 0.075f), rightColumn.RectTransform), style: null);
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GUIButton button = new GUIButton(new RectTransform(new Vector2(0.25f, 0.9f), buttonContainer.RectTransform, Anchor.TopLeft),
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TextManager.Get("Back"), style: "GUIButtonLarge")
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{
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OnClicked = GameMain.MainMenuScreen.ReturnToMainMenu
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};
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var refreshButton = new GUIButton(new RectTransform(new Vector2(buttonContainer.Rect.Height / (float)buttonContainer.Rect.Width, 0.9f), buttonContainer.RectTransform, Anchor.Center),
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"", style: "GUIButtonRefresh") {
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ToolTip = TextManager.Get("ServerListRefresh"),
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OnClicked = RefreshServers
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};
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joinButton = new GUIButton(new RectTransform(new Vector2(0.25f, 0.9f), buttonContainer.RectTransform, Anchor.TopRight),
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TextManager.Get("ServerListJoin"), style: "GUIButtonLarge")
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{
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OnClicked = JoinServer,
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Enabled = false
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};
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//--------------------------------------------------------
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button.SelectedColor = button.Color;
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@@ -212,36 +212,31 @@ namespace Barotrauma.Items.Components
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}
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private string accessDeniedTxt = TextManager.Get("AccessDenied");
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private string cannotOpenText = TextManager.Get("DoorMsgCannotOpen");
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private bool hasValidIdCard;
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private bool hasIdCard;
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public override bool HasRequiredItems(Character character, bool addMessage, string msg = null)
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{
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if (item.Condition <= RepairThreshold) return true; //For repairing
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var idCard = character.Inventory.FindItemByIdentifier("idcard");
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hasValidIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
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Msg = hasValidIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
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hasIdCard = requiredItems.Any(ri => ri.Value.Any(r => r.MatchesItem(idCard)));
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Msg = hasIdCard ? "ItemMsgOpen" : "ItemMsgForceOpenCrowbar";
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ParseMsg();
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if (addMessage)
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{
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msg = msg ?? (requiredItems.Any(ri => ri.Value.Any(r => r.Identifiers.Contains("idcard"))) ? accessDeniedTxt : cannotOpenText);
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}
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//this is a bit pointless atm because if canBePicked is false it won't allow you to do Pick() anyway, however it's still good for future-proofing.
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return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg) : canBePicked;
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return requiredItems.Any() ? base.HasRequiredItems(character, addMessage, msg ?? accessDeniedTxt) : canBePicked;
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}
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public override bool Pick(Character picker)
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{
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if (item.Condition <= RepairThreshold) { return true; }
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if (HasRequiredItems(picker, false) && hasValidIdCard) { return false; }
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if (HasRequiredItems(picker, false) && hasIdCard) { return false; }
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return base.Pick(picker);
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}
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public override bool OnPicked(Character picker)
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{
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if (item.Condition <= RepairThreshold) return true; //repairs
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if (requiredItems.Any() && !hasValidIdCard)
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if (requiredItems.Any() && !hasIdCard)
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{
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ForceOpen(ActionType.OnPicked);
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}
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@@ -261,7 +256,7 @@ namespace Barotrauma.Items.Components
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//can only be selected if the item is broken
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if (item.Condition <= RepairThreshold) return true; //repairs
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bool hasRequiredItems = HasRequiredItems(character, false);
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if (requiredItems.None() || hasRequiredItems && hasValidIdCard)
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if (requiredItems.None() || hasRequiredItems && hasIdCard)
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{
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float originalPickingTime = PickingTime;
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PickingTime = 0;
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@@ -2062,8 +2062,6 @@ namespace Barotrauma
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public virtual void Reset()
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{
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SerializableProperties = SerializableProperty.DeserializeProperties(this, Prefab.ConfigElement);
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Sprite.ReloadXML();
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SpriteDepth = Sprite.Depth;
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components.ForEach(c => c.Reset());
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}
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