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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@@ -236,8 +236,6 @@ namespace Barotrauma
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/// </summary>
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public static void UpdateSelecting(Camera cam)
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{
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if (GUIComponent.MouseOn != null) return;
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if (DisableSelect)
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{
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DisableSelect = false;
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@@ -250,6 +248,10 @@ namespace Barotrauma
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e.isSelected = false;
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}
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if (GUIComponent.MouseOn != null) return;
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if (MapEntityPrefab.Selected != null)
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{
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selectionPos = Vector2.Zero;
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@@ -278,8 +280,7 @@ namespace Barotrauma
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e.isSelected = false;
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}
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if (highLightedEntity != null)
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highLightedEntity.isHighlighted = true;
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if (highLightedEntity != null) highLightedEntity.isHighlighted = true;
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foreach (MapEntity e in selectedList)
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{
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@@ -304,7 +305,6 @@ namespace Barotrauma
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startMovingPos = Vector2.Zero;
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}
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}
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//started dragging a "selection rectangle"
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else if (selectionPos != Vector2.Zero)
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@@ -397,7 +397,7 @@ namespace Barotrauma
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{
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foreach (MapEntity e in selectedList)
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GUI.DrawRectangle(spriteBatch,
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new Vector2(e.rect.X, -e.rect.Y) + moveAmount,
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new Vector2(e.WorldRect.X, -e.WorldRect.Y) + moveAmount,
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new Vector2(e.rect.Width, e.rect.Height),
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Color.DarkRed);
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@@ -502,8 +502,7 @@ namespace Barotrauma
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{
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MapEntity linked = FindEntityByID(i) as MapEntity;
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if (linked != null)
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e.linkedTo.Add(linked);
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if (linked != null) e.linkedTo.Add(linked);
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}
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}
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