stairs fix, wraptext fix, moved drawing sprites from GUIFrame to GUIComponent, server name and "welcome text" in netlobby
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@@ -208,7 +208,7 @@ namespace Subsurface
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bodies = new List<Body>();
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Body newBody = BodyFactory.CreateRectangle(Game1.World,
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ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) - Submarine.GridSize.X),
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ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) + Submarine.GridSize.X*3.0f),
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ConvertUnits.ToSimUnits(10),
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1.5f);
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@@ -218,7 +218,6 @@ namespace Subsurface
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(StairDirection == Direction.Right) ? -Submarine.GridSize.X*1.5f : Submarine.GridSize.X*1.5f,
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- Submarine.GridSize.Y*2.0f);
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newBody.Position = ConvertUnits.ToSimUnits(stairPos);
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newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
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newBody.Friction = 0.8f;
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@@ -228,6 +227,25 @@ namespace Subsurface
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newBody.UserData = this;
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bodies.Add(newBody);
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//newBody = BodyFactory.CreateRectangle(Game1.World,
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// ConvertUnits.ToSimUnits(Submarine.GridSize.X*2),
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// ConvertUnits.ToSimUnits(10.0f),
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// 1.5f);
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//newBody.BodyType = BodyType.Static;
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////newBody.IsSensor = true;
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//newBody.Position = ConvertUnits.ToSimUnits(
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// new Vector2(Position.X + (rect.Width/2 + Submarine.GridSize.X) * ((StairDirection == Direction.Right) ? -1.0f : 1.0f), rect.Y + 5.0f));
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////newBody.Rotation = (StairDirection == Direction.Right) ? MathHelper.PiOver4 : -MathHelper.PiOver4;
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////newBody.Friction = 0.8f;
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//newBody.CollisionCategories = Physics.CollisionStairs;
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//newBody.UserData = this;
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//bodies.Add(newBody);
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}
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}
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