more accurate submarine body generation, multiplayer fixes, saving takes HiddenSubPosition into account, fire coordinate fixes, editscreen fixes, checking item triggers in AIObjectiveGoto, netlobbyscreen sync fixes, re-enabled level start/end positions, water edit fixed
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@@ -10,32 +10,17 @@ namespace Barotrauma
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{
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public readonly Sprite Sprite;
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public readonly float Speed;
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public readonly Alignment Alignment;
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public readonly float WanderAmount;
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public readonly int Commonness;
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public readonly float WanderZAmount;
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public readonly int SwarmMin, SwarmMax;
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public readonly float SwarmRadius;
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public readonly bool DisableRotation;
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public BackgroundSpritePrefab(XElement element)
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{
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Speed = ToolBox.GetAttributeFloat(element, "speed", 1.0f);
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string alignmentStr = ToolBox.GetAttributeString(element, "alignment", "BottomCenter");
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WanderAmount = ToolBox.GetAttributeFloat(element, "wanderamount", 0.0f);
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if (!Enum.TryParse(alignmentStr, out Alignment)) Alignment = Alignment.BottomCenter;
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WanderZAmount = ToolBox.GetAttributeFloat(element, "wanderzamount", 0.0f);
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SwarmMin = ToolBox.GetAttributeInt(element, "swarmmin", 1);
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SwarmMax = ToolBox.GetAttributeInt(element, "swarmmax", 1);
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SwarmRadius = ToolBox.GetAttributeFloat(element, "swarmradius", 200.0f);
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DisableRotation = ToolBox.GetAttributeBool(element, "disablerotation", false);
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Commonness = ToolBox.GetAttributeInt(element, "commonness", 1);
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foreach (XElement subElement in element.Elements())
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{
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@@ -45,6 +30,6 @@ namespace Barotrauma
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break;
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}
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}
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}
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}
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}
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