(bcb06cc5c) Unstable v0.9.9.0
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@@ -39,7 +39,7 @@ namespace Barotrauma
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "sprite") continue;
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if (!subElement.Name.ToString().Equals("sprite", System.StringComparison.OrdinalIgnoreCase)) { continue; }
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Sprite = new Sprite(subElement, lazyLoad: true);
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break;
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@@ -1,7 +1,7 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using FarseerPhysics.Dynamics;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using FarseerPhysics;
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@@ -54,7 +54,7 @@ namespace Barotrauma
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if (renderer == null) return;
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renderer.Draw(spriteBatch, cam);
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if (GameMain.DebugDraw)
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if (GameMain.DebugDraw && Screen.Selected.Cam.Zoom > 0.1f)
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{
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foreach (InterestingPosition pos in positionsOfInterest)
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{
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@@ -78,6 +78,35 @@ namespace Barotrauma
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GUI.DrawRectangle(spriteBatch, ruinArea, Color.DarkSlateBlue, false, 0, 5);
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}
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foreach (var positions in wreckPositions.Values)
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{
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for (int i = 0; i < positions.Count; i++)
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{
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float t = (i + 1) / (float)positions.Count;
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float multiplier = MathHelper.Lerp(0, 1, t);
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Color color = Color.Red * multiplier;
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var pos = positions[i];
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pos.Y = -pos.Y;
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var size = new Vector2(100);
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GUI.DrawRectangle(spriteBatch, pos - size / 2, size, color, thickness: 10);
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if (i < positions.Count - 1)
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{
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var nextPos = positions[i + 1];
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nextPos.Y = -nextPos.Y;
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GUI.DrawLine(spriteBatch, pos, nextPos, color, width: 10);
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}
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}
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}
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foreach (var rects in blockedRects.Values)
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{
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foreach (var rect in rects)
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{
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Rectangle newRect = rect;
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newRect.Y = -newRect.Y;
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GUI.DrawRectangle(spriteBatch, newRect, Color.Red, thickness: 5);
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}
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}
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}
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}
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@@ -126,7 +126,7 @@ namespace Barotrauma
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int j = 0;
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foreach (XElement subElement in Prefab.Config.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "deformablesprite") continue;
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if (!subElement.Name.ToString().Equals("deformablesprite", StringComparison.OrdinalIgnoreCase)) { continue; }
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foreach (XElement animationElement in subElement.Elements())
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{
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var newDeformation = SpriteDeformation.Load(animationElement, Prefab.Name);
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+4
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@@ -4,6 +4,7 @@ using Barotrauma.SpriteDeformations;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -120,7 +121,7 @@ namespace Barotrauma
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SerializableProperty.SerializeProperties(this, element);
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foreach (XElement subElement in element.Elements())
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foreach (XElement subElement in element.Elements().ToList())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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@@ -139,7 +140,7 @@ namespace Barotrauma
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break;
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}
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}
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foreach (LightSourceParams lightSourceParams in LightSourceParams)
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{
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var lightElement = new XElement("LightSource");
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@@ -160,7 +161,7 @@ namespace Barotrauma
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bool elementFound = false;
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() == "overridecommonness"
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if (subElement.Name.ToString().Equals("overridecommonness", System.StringComparison.OrdinalIgnoreCase)
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&& subElement.GetAttributeString("leveltype", "") == overrideCommonness.Key)
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{
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subElement.Attribute("commonness").Value = overrideCommonness.Value.ToString("G", CultureInfo.InvariantCulture);
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@@ -228,7 +228,7 @@ namespace Barotrauma
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public void Draw(SpriteBatch spriteBatch, Camera cam)
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{
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if (GameMain.DebugDraw && cam.Zoom > 0.05f)
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if (GameMain.DebugDraw && cam.Zoom > 0.1f)
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{
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var cells = level.GetCells(cam.WorldViewCenter, 2);
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foreach (VoronoiCell cell in cells)
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