(d9829ac) v0.9.4.0
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@@ -33,49 +33,49 @@ namespace Barotrauma.Items.Components
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}
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#if DEBUG
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[Serialize("0.0,0.0", false), Editable]
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#else
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[Serialize("0.0,0.0", false)]
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[Editable]
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#endif
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[Serialize("0.0,0.0", false, description: "The position where the contained items get drawn at (offset from the upper left corner of the sprite in pixels).")]
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public Vector2 ItemPos { get; set; }
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#if DEBUG
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[Serialize("0.0,0.0", false), Editable]
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#else
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[Serialize("0.0,0.0", false)]
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[Editable]
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#endif
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[Serialize("0.0,0.0", false, description: "The interval at which the contained items are spaced apart from each other (in pixels).")]
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public Vector2 ItemInterval { get; set; }
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[Serialize(100, false)]
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[Serialize(100, false, description: "How many items are placed in a row before starting a new row.")]
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public int ItemsPerRow { get; set; }
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/// <summary>
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/// Depth at which the contained sprites are drawn. If not set, the original depth of the item sprites is used.
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/// </summary>
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[Serialize(-1.0f, false)]
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[Serialize(-1.0f, false, description: "Depth at which the contained sprites are drawn. If not set, the original depth of the item sprites is used.")]
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public float ContainedSpriteDepth { get; set; }
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private float itemRotation;
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false, description: "The rotation in which the contained sprites are drawn (in degrees).")]
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public float ItemRotation
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{
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get { return MathHelper.ToDegrees(itemRotation); }
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set { itemRotation = MathHelper.ToRadians(value); }
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}
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[Serialize(null, false)]
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[Serialize(null, false, description: "An optional text displayed above the item's inventory.")]
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public string UILabel { get; set; }
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[Serialize(false, false)]
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[Serialize(false, false, description: "If enabled, the condition of this item is displayed in the indicator that would normally show the state of the contained items." +
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" May be useful for items such as ammo boxes and magazines that spawn projectiles as needed," +
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" and use the condition to determine how many projectiles can be spawned in total.")]
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public bool ShowConditionInContainedStateIndicator
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{
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get;
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set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Should the inventory of this item be kept open when the item is equipped by a character.")]
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public bool KeepOpenWhenEquipped { get; set; }
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[Serialize(false, false)]
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[Serialize(false, false, description: "Can the inventory of this item be moved around on the screen by the player.")]
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public bool MovableFrame { get; set; }
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public Vector2 DrawSize
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@@ -132,13 +132,13 @@ namespace Barotrauma.Items.Components
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}
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}
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public void Draw(SpriteBatch spriteBatch, bool editing = false)
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public void Draw(SpriteBatch spriteBatch, bool editing = false, float itemDepth = -1)
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{
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if (hideItems || (item.body != null && !item.body.Enabled)) { return; }
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DrawContainedItems(spriteBatch);
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DrawContainedItems(spriteBatch, itemDepth);
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}
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public void DrawContainedItems(SpriteBatch spriteBatch)
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public void DrawContainedItems(SpriteBatch spriteBatch, float itemDepth)
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{
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Vector2 transformedItemPos = ItemPos * item.Scale;
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Vector2 transformedItemInterval = ItemInterval * item.Scale;
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@@ -199,20 +199,28 @@ namespace Barotrauma.Items.Components
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{
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containedItem.body.SetTransformIgnoreContacts(containedItem.body.SimPosition, currentRotation);
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}
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Vector2 origin = containedItem.Sprite.Origin;
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if (item.FlippedX) { origin.X = containedItem.Sprite.SourceRect.Width - origin.X; }
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if (item.FlippedY) { origin.Y = containedItem.Sprite.SourceRect.Height - origin.Y; }
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float containedSpriteDepth = ContainedSpriteDepth < 0.0f ? containedItem.Sprite.Depth : ContainedSpriteDepth;
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containedSpriteDepth = itemDepth + (containedSpriteDepth - item.SpriteDepth) / 10000.0f;
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containedItem.Sprite.Draw(
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spriteBatch,
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new Vector2(currentItemPos.X, -currentItemPos.Y),
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containedItem.GetSpriteColor(),
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-currentRotation,
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origin,
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- currentRotation,
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containedItem.Scale,
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spriteEffects,
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depth: ContainedSpriteDepth < 0.0f ? containedItem.Sprite.Depth : ContainedSpriteDepth);
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depth: containedSpriteDepth);
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foreach (ItemContainer ic in containedItem.GetComponents<ItemContainer>())
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{
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if (ic.hideItems) continue;
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ic.DrawContainedItems(spriteBatch);
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ic.DrawContainedItems(spriteBatch, containedSpriteDepth);
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}
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i++;
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