Unstable 1.8.4.0
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@@ -91,18 +91,19 @@ namespace Barotrauma.Items.Components
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{
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get
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{
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float size = Math.Max(transformedBarrelPos.X, transformedBarrelPos.Y);
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if (barrelSprite != null)
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float size = Math.Max(transformedBarrelPos.X, transformedBarrelPos.Y);
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if (railSprite != null && barrelSprite != null)
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{
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if (railSprite != null)
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{
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size += Math.Max(Math.Max(barrelSprite.size.X, barrelSprite.size.Y), Math.Max(railSprite.size.X, railSprite.size.Y)) * item.Scale;
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}
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else
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{
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size += Math.Max(barrelSprite.size.X, barrelSprite.size.Y) * item.Scale;
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}
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size += Math.Max(Math.Max(barrelSprite.size.X, barrelSprite.size.Y), Math.Max(railSprite.size.X, railSprite.size.Y)) * item.Scale;
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}
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else if (railSprite != null)
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{
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size += Math.Max(railSprite.size.X, railSprite.size.Y) * item.Scale;
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}
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else if (barrelSprite != null)
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{
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size += Math.Max(barrelSprite.size.X, barrelSprite.size.Y) * item.Scale;
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}
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return Vector2.One * size * 2;
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}
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}
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@@ -227,14 +228,14 @@ namespace Barotrauma.Items.Components
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{
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if (moveSoundChannel == null && startMoveSound != null)
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{
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moveSoundChannel = SoundPlayer.PlaySound(startMoveSound.Sound, item.WorldPosition, startMoveSound.Volume, startMoveSound.Range, ignoreMuffling: startMoveSound.IgnoreMuffling, freqMult: startMoveSound.GetRandomFrequencyMultiplier());
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moveSoundChannel = SoundPlayer.PlaySound(startMoveSound, item.WorldPosition, hullGuess: item.CurrentHull);
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}
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else if (moveSoundChannel == null || !moveSoundChannel.IsPlaying)
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{
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if (moveSound != null)
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{
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moveSoundChannel?.FadeOutAndDispose();
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moveSoundChannel = SoundPlayer.PlaySound(moveSound.Sound, item.WorldPosition, moveSound.Volume, moveSound.Range, ignoreMuffling: moveSound.IgnoreMuffling, freqMult: moveSound.GetRandomFrequencyMultiplier());
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moveSoundChannel = SoundPlayer.PlaySound(moveSound, item.WorldPosition, hullGuess: item.CurrentHull);
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if (moveSoundChannel != null) { moveSoundChannel.Looping = true;}
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}
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}
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@@ -246,7 +247,7 @@ namespace Barotrauma.Items.Components
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if (endMoveSound != null && moveSoundChannel.Sound != endMoveSound.Sound)
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{
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moveSoundChannel.FadeOutAndDispose();
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moveSoundChannel = SoundPlayer.PlaySound(endMoveSound.Sound, item.WorldPosition, endMoveSound.Volume, endMoveSound.Range, ignoreMuffling: endMoveSound.IgnoreMuffling, freqMult: endMoveSound.GetRandomFrequencyMultiplier());
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moveSoundChannel = SoundPlayer.PlaySound(endMoveSound, item.WorldPosition, hullGuess: item.CurrentHull);
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if (moveSoundChannel != null) { moveSoundChannel.Looping = false; }
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}
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else if (!moveSoundChannel.IsPlaying)
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@@ -275,7 +276,7 @@ namespace Barotrauma.Items.Components
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{
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if (chargeSound != null)
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{
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chargeSoundChannel = SoundPlayer.PlaySound(chargeSound.Sound, item.WorldPosition, chargeSound.Volume, chargeSound.Range, ignoreMuffling: chargeSound.IgnoreMuffling, freqMult: chargeSound.GetRandomFrequencyMultiplier());
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chargeSoundChannel = SoundPlayer.PlaySound(chargeSound, item.WorldPosition, hullGuess: item.CurrentHull);
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if (chargeSoundChannel != null) { chargeSoundChannel.Looping = true; }
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}
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}
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@@ -385,17 +386,20 @@ namespace Barotrauma.Items.Components
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if (item.Condition > 0.0f || !HideBarrelWhenBroken)
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{
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railSprite?.Draw(spriteBatch,
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var currentRailSprite = item.Condition <= 0.0f && railSpriteBroken != null ? railSpriteBroken : railSprite;
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var currentBarrelSprite = item.Condition <= 0.0f && barrelSpriteBroken != null ? barrelSpriteBroken : barrelSprite;
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currentRailSprite?.Draw(spriteBatch,
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drawPos,
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overrideColor ?? item.SpriteColor,
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Rotation + MathHelper.PiOver2, item.Scale,
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SpriteEffects.None, item.SpriteDepth + (railSprite.Depth - item.Sprite.Depth));
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SpriteEffects.None, item.SpriteDepth + (currentRailSprite.Depth - item.Sprite.Depth));
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barrelSprite?.Draw(spriteBatch,
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currentBarrelSprite?.Draw(spriteBatch,
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drawPos - GetRecoilOffset() * item.Scale,
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overrideColor ?? item.SpriteColor,
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Rotation + MathHelper.PiOver2, item.Scale,
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SpriteEffects.None, item.SpriteDepth + (barrelSprite.Depth - item.Sprite.Depth));
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SpriteEffects.None, item.SpriteDepth + (currentBarrelSprite.Depth - item.Sprite.Depth));
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float chargeRatio = currentChargeTime / MaxChargeTime;
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@@ -702,12 +706,14 @@ namespace Barotrauma.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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base.DrawHUD(spriteBatch, character);
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if (HudTint.A > 0)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight),
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new Color(HudTint.R, HudTint.G, HudTint.B) * (HudTint.A / 255.0f), true);
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}
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GetAvailablePower(out float batteryCharge, out float batteryCapacity);
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List<Item> availableAmmo = new List<Item>();
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