Unstable 1.8.4.0
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@@ -10,45 +10,27 @@ using Microsoft.Xna.Framework.Input;
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namespace Barotrauma.Items.Components
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{
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internal readonly struct MiniMapGUIComponent
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internal readonly record struct MiniMapGUIComponent(GUIComponent RectComponent, GUIComponent BorderComponent)
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{
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public readonly GUIComponent RectComponent;
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public readonly GUIComponent BorderComponent;
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public MiniMapGUIComponent(GUIComponent rectComponent)
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public MiniMapGUIComponent(GUIComponent rectComponent) : this(rectComponent, rectComponent)
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{
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RectComponent = rectComponent;
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BorderComponent = rectComponent;
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}
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public MiniMapGUIComponent(GUIComponent frame, GUIComponent linkedHullComponent)
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{
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RectComponent = frame;
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BorderComponent = linkedHullComponent;
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}
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public void Deconstruct(out GUIComponent component, out GUIComponent borderComponent)
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{
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component = RectComponent;
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borderComponent = BorderComponent;
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}
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}
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internal readonly struct MiniMapSprite
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internal readonly record struct MiniMapSprite(Sprite? Sprite, Color Color)
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{
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public readonly Sprite? Sprite;
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public readonly Color Color;
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public MiniMapSprite(JobPrefab prefab)
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public MiniMapSprite(JobPrefab prefab) : this(prefab.IconSmall, prefab.UIColor)
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{
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Sprite = prefab.IconSmall;
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Color = prefab.UIColor;
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}
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public MiniMapSprite(Order order)
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public MiniMapSprite(Order order) : this(order.SymbolSprite, order.Color)
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{
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Sprite = order.SymbolSprite;
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Color = order.Color;
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}
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}
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@@ -223,7 +205,27 @@ namespace Barotrauma.Items.Components
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NoPowerColor = MiniMapBaseColor * 0.1f,
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ElectricalBaseColor = GUIStyle.Orange,
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NoPowerElectricalColor = ElectricalBaseColor * 0.1f;
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// If this is portable, only allow displaying data in the player sub (not enemy subs, ruins, wrecks or other unknown places)
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private bool IsPortableItemAllowed
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{
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get
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{
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if (IsUsableOutsidePlayerSub) { return true; }
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if (item.Submarine == null) { return false; }
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if (item.GetComponent<Pickable>() is not Pickable handheldItem) { return true; }
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// This will effectively make sure wherever we are, it belongs to the player
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return handheldItem.Picker?.TeamID == item.Submarine.TeamID;
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}
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}
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[Serialize(false, IsPropertySaveable.No, description: "If this item is portable, should it be usable outside the player submarine?")]
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public bool IsUsableOutsidePlayerSub
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{
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get;
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set;
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}
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partial void InitProjSpecific()
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{
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hullDatas = new Dictionary<Hull, HullData>();
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@@ -425,22 +427,25 @@ namespace Barotrauma.Items.Components
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return false;
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}
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private bool VisibleOnItemFinder(Item it)
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private bool VisibleOnItemFinder(Item targetItem)
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{
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if (it?.Submarine == null) { return false; }
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if (item.Submarine == null || !item.Submarine.IsEntityFoundOnThisSub(it, includingConnectedSubs: true)) { return false; }
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if (it.NonInteractable || it.IsHidden) { return false; }
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if (it.GetComponent<Pickable>() == null) { return false; }
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if (targetItem?.Submarine == null || item.Submarine == null) { return false; }
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var holdable = it.GetComponent<Holdable>();
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if (!IsPortableItemAllowed) { return false; }
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if (!item.Submarine.IsEntityFoundOnThisSub(targetItem, includingConnectedSubs: true)) { return false; }
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if (targetItem.NonInteractable || targetItem.IsHidden) { return false; }
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if (targetItem.GetComponent<Pickable>() == null) { return false; }
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var holdable = targetItem.GetComponent<Holdable>();
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if (holdable != null && holdable.Attached) { return false; }
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var wire = it.GetComponent<Wire>();
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var wire = targetItem.GetComponent<Wire>();
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if (wire != null && wire.Connections.Any(c => c != null)) { return false; }
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if (it.Container?.GetComponent<ItemContainer>() is { DrawInventory: false } or { AllowAccess: false }) { return false; }
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if (targetItem.Container?.GetComponent<ItemContainer>() is { DrawInventory: false } or { AllowAccess: false }) { return false; }
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if (it.HasTag(Tags.TraitorMissionItem)) { return false; }
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if (targetItem.HasTag(Tags.TraitorMissionItem)) { return false; }
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return true;
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}
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@@ -454,18 +459,24 @@ namespace Barotrauma.Items.Components
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searchAutoComplete?.AddToGUIUpdateList(order: order + 1);
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}
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}
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private void CreateHUD()
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private void ClearHUD()
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{
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subEntities.Clear();
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prevResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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submarineContainer.ClearChildren();
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displayedSubs.Clear();
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}
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if (item.Submarine is null)
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private void RefreshHUD()
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{
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ClearHUD();
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if (item.Submarine is null || !IsPortableItemAllowed)
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{
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displayedSubs.Clear();
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return;
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}
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prevResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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scissorComponent = new GUIScissorComponent(new RectTransform(Vector2.One, submarineContainer.RectTransform, Anchor.Center));
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miniMapContainer = new GUIFrame(new RectTransform(Vector2.One, scissorComponent.Content.RectTransform, Anchor.Center), style: null) { CanBeFocused = false };
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@@ -574,18 +585,25 @@ namespace Barotrauma.Items.Components
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public override void UpdateHUDComponentSpecific(Character character, float deltaTime, Camera cam)
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{
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//recreate HUD if the subs we should display have changed
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if (item.Submarine == null && displayedSubs.Count > 0 || // item not inside a sub anymore, but display is still showing subs
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// Refresh HUD (including possibly just clearing it away) if the subs we should display have changed
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if (item.Submarine == null && displayedSubs.Count > 0 || // item not inside a sub anymore, but display is still showing subs
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item.Submarine is { } itemSub &&
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(
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!displayedSubs.Contains(itemSub) || // current sub not displayed
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itemSub.DockedTo.Where(s => s.TeamID == item.Submarine.TeamID).Any(s => !displayedSubs.Contains(s) && itemSub.ConnectedDockingPorts[s].IsLocked) || // some of the docked subs not displayed
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displayedSubs.Any(s => s != itemSub && !itemSub.DockedTo.Contains(s)) // displaying a sub that shouldn't be displayed
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// current sub not displayed
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!displayedSubs.Contains(itemSub) ||
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// some of the docked subs not displayed
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itemSub.DockedTo.Where(s => s.TeamID == item.Submarine.TeamID).Any(s => !displayedSubs.Contains(s) && itemSub.ConnectedDockingPorts[s].IsLocked) ||
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// displaying a sub that shouldn't be displayed
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displayedSubs.Any(s => s != itemSub && !itemSub.DockedTo.Contains(s))
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) ||
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prevResolution.X != GameMain.GraphicsWidth || prevResolution.Y != GameMain.GraphicsHeight || // resolution changed
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!submarineContainer.Children.Any()) // We lack a GUI
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// If this item is portable and not in a player sub and using it otherwise is disallowed
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!IsPortableItemAllowed ||
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// resolution changed
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prevResolution.X != GameMain.GraphicsWidth || prevResolution.Y != GameMain.GraphicsHeight ||
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// We lack a GUI
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!submarineContainer.Children.Any())
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{
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CreateHUD();
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RefreshHUD();
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}
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//reset data if we haven't received anything in a while
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@@ -737,7 +755,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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if (Voltage < MinVoltage)
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if (!HasPower)
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{
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Vector2 textSize = GUIStyle.Font.MeasureString(noPowerTip);
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Vector2 textPos = GuiFrame.Rect.Center.ToVector2();
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@@ -747,7 +765,7 @@ namespace Barotrauma.Items.Components
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return;
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}
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if (currentMode == MiniMapMode.HullStatus && item.Submarine != null)
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if (currentMode == MiniMapMode.HullStatus && item.Submarine != null && IsPortableItemAllowed)
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{
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Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
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spriteBatch.End();
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@@ -958,19 +976,19 @@ namespace Barotrauma.Items.Components
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MiniMapBlips = positions.ToImmutableHashSet();
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if (searchAutoComplete is null) { return; }
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searchAutoComplete.Visible = false;
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HideGUIComponent(searchAutoComplete);
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}
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private void UpdateHUDBack()
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{
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if (item.Submarine == null) { return; }
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if (hullInfoFrame != null) { hullInfoFrame.Visible = false; }
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reportFrame.Visible = false;
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searchBarFrame.Visible = false;
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electricalFrame.Visible = false;
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miniMapFrame.Visible = false;
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// Clear up mode-specific elements before checking if drawing should continue, so they'll be gone if not
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HideModeSpecificFrames();
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if (item.Submarine == null || !IsPortableItemAllowed)
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{
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ClearHUD();
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return;
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}
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switch (currentMode)
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{
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@@ -988,7 +1006,24 @@ namespace Barotrauma.Items.Components
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break;
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}
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}
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private void HideModeSpecificFrames()
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{
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HideGUIComponent(hullInfoFrame);
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HideGUIComponent(reportFrame);
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HideGUIComponent(searchBarFrame);
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HideGUIComponent(electricalFrame);
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HideGUIComponent(miniMapFrame);
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}
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private static void HideGUIComponent(GUIComponent? component)
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{
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if (component != null)
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{
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component.Visible = false;
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}
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}
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private void UpdateHullStatus()
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{
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bool canHoverOverHull = true;
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@@ -1007,7 +1042,7 @@ namespace Barotrauma.Items.Components
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child.Color = child.OutlineColor = NoPowerDoorColor;
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}
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if (Voltage < MinVoltage) { continue; }
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if (!HasPower) { continue; }
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child.Color = child.OutlineColor = DoorIndicatorColor;
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if (GUI.MouseOn == child)
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@@ -1037,7 +1072,7 @@ namespace Barotrauma.Items.Components
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}
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}
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if (Voltage < MinVoltage) { continue; }
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if (!HasPower) { continue; }
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hullDatas.TryGetValue(hull, out HullData? hullData);
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if (hullData is null)
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@@ -1187,7 +1222,7 @@ namespace Barotrauma.Items.Components
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component.Color = component.OutlineColor = NoPowerElectricalColor;
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}
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if (Voltage < MinVoltage || !miniMapGuiComponent.RectComponent.Visible) { continue; }
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if (!HasPower || !miniMapGuiComponent.RectComponent.Visible) { continue; }
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int durability = (int)(it.Condition / (it.MaxCondition / it.MaxRepairConditionMultiplier) * 100f);
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Color color = ToolBox.GradientLerp(durability / 100f, GUIStyle.Red, GUIStyle.Orange, GUIStyle.Green, GUIStyle.Green);
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@@ -1229,11 +1264,11 @@ namespace Barotrauma.Items.Components
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private void DrawHUDBack(SpriteBatch spriteBatch, GUICustomComponent container)
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{
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if (item.Submarine == null) { return; }
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if (item.Submarine == null || !IsPortableItemAllowed) { return; }
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DrawSubmarine(spriteBatch);
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DrawSubmarine(spriteBatch);
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if (Voltage < MinVoltage) { return; }
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if (!HasPower) { return; }
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Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
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spriteBatch.End();
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spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable);
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