The wall at the top of the level is visible in sonars
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@@ -160,13 +160,20 @@ namespace Barotrauma.Items.Components
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GUI.DrawLine(spriteBatch, center + start, center + end, Color.Green);
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}
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}
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if (Level.Loaded != null && (item.CurrentHull==null || !DetectSubmarineWalls))
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{
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List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
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}
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if (Level.Loaded != null && (item.CurrentHull == null || !DetectSubmarineWalls))
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{
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if (Level.Loaded.Size.Y - item.WorldPosition.Y < range)
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{
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CreateBlipsForLine(
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new Vector2(item.WorldPosition.X - range, Level.Loaded.Size.Y),
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new Vector2(item.WorldPosition.X + range, Level.Loaded.Size.Y),
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radius, displayScale, 1.0f);
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}
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List<VoronoiCell> cells = Level.Loaded.GetCells(item.WorldPosition, 7);
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foreach (VoronoiCell cell in cells)
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{
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foreach (GraphEdge edge in cell.edges)
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@@ -183,7 +190,7 @@ namespace Barotrauma.Items.Components
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}
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}
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foreach(RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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foreach (RuinGeneration.Ruin ruin in Level.Loaded.Ruins)
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{
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if (!MathUtils.CircleIntersectsRectangle(item.WorldPosition, range, ruin.Area)) continue;
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