(5a377a8ee) Unstable v0.9.1000.0
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@@ -1,4 +1,5 @@
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using Barotrauma.Items.Components;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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@@ -20,8 +21,9 @@ namespace Barotrauma
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class CargoManager
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{
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private readonly List<PurchasedItem> purchasedItems;
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public const int MaxQuantity = 100;
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private readonly List<PurchasedItem> purchasedItems;
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private readonly CampaignMode campaign;
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public Action OnItemsChanged;
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@@ -115,9 +117,25 @@ namespace Barotrauma
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ItemPrefab containerPrefab = null;
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foreach (PurchasedItem pi in itemsToSpawn)
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{
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float floorPos = cargoRoom.Rect.Y - cargoRoom.Rect.Height;
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Vector2 position = new Vector2(
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Rand.Range(cargoRoom.Rect.X + 20, cargoRoom.Rect.Right - 20),
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cargoRoom.Rect.Y - cargoRoom.Rect.Height + pi.ItemPrefab.Size.Y / 2);
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floorPos);
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//check where the actual floor structure is in case the bottom of the hull extends below it
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if (Submarine.PickBody(
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ConvertUnits.ToSimUnits(new Vector2(position.X, cargoRoom.Rect.Y - cargoRoom.Rect.Height / 2)),
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ConvertUnits.ToSimUnits(position),
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collisionCategory: Physics.CollisionWall) != null)
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{
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float floorStructurePos = ConvertUnits.ToDisplayUnits(Submarine.LastPickedPosition.Y);
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if (floorStructurePos > floorPos)
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{
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floorPos = floorStructurePos;
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}
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}
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position.Y = floorPos + pi.ItemPrefab.Size.Y / 2;
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ItemContainer itemContainer = null;
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if (!string.IsNullOrEmpty(pi.ItemPrefab.CargoContainerIdentifier))
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