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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@@ -25,7 +25,7 @@ namespace Barotrauma
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private LevelRenderer renderer;
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//how close the sub has to be to start/endposition to exit
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const float ExitDistance = 6000.0f;
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public const float ExitDistance = 6000.0f;
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private string seed;
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@@ -56,12 +56,6 @@ namespace Barotrauma
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get { return startPosition; }
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}
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public bool AtStartPosition
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{
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get;
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private set;
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}
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public Vector2 Size
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{
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get { return new Vector2(borders.Width, borders.Height); }
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@@ -71,13 +65,7 @@ namespace Barotrauma
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{
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get { return endPosition; }
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}
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public bool AtEndPosition
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{
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get;
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private set;
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}
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public List<Vector2> PositionsOfInterest
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{
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get { return positionsOfInterest; }
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@@ -380,6 +368,8 @@ namespace Barotrauma
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endPosition = temp;
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}
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renderer.PlaceSprites(100);
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Debug.WriteLine("**********************************************************************************");
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Debug.WriteLine("Generated a map with " + sites.Count + " sites in " + sw.ElapsedMilliseconds + " ms");
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Debug.WriteLine("Seed: "+seed);
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@@ -967,7 +957,7 @@ namespace Barotrauma
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renderer.Draw(spriteBatch);
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}
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public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundSpriteManager backgroundSpriteManager = null)
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public void DrawBack(SpriteBatch spriteBatch, Camera cam, BackgroundCreatureManager backgroundSpriteManager = null)
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{
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if (renderer == null) return;
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renderer.DrawBackground(spriteBatch, cam, backgroundSpriteManager);
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