(d9829ac) v0.9.4.0
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@@ -25,7 +25,7 @@ namespace Barotrauma.Items.Components
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private Vector2 crosshairPos, crosshairPointerPos;
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private Dictionary<string, Widget> widgets = new Dictionary<string, Widget>();
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private readonly Dictionary<string, Widget> widgets = new Dictionary<string, Widget>();
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private float prevAngle;
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private bool flashLowPower;
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@@ -33,30 +33,30 @@ namespace Barotrauma.Items.Components
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private float flashTimer;
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private float flashLength = 1;
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private List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
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private readonly List<ParticleEmitter> particleEmitters = new List<ParticleEmitter>();
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[Editable, Serialize("0.0,0.0,0.0,0.0", true)]
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[Editable, Serialize("0,0,0,0", true, description: "Optional screen tint color when the item is being operated (R,G,B,A).")]
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public Color HudTint
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Should the charge of the connected batteries/supercapacitors be shown at the top of the screen when operating the item.")]
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public bool ShowChargeIndicator
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{
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get;
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private set;
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}
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[Serialize(false, false)]
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[Serialize(false, false, description: "Should the available ammunition be shown at the top of the screen when operating the item.")]
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public bool ShowProjectileIndicator
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{
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get;
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private set;
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}
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[Serialize(0.0f, false)]
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[Serialize(0.0f, false, description: "How far the barrel \"recoils back\" when the turret is fired (in pixels).")]
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public float RecoilDistance
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{
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get;
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@@ -240,7 +240,7 @@ namespace Barotrauma.Items.Components
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crosshairPointerPos = PlayerInput.MousePosition;
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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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Vector2 drawPos = new Vector2(item.Rect.X + transformedBarrelPos.X, item.Rect.Y - transformedBarrelPos.Y);
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if (item.Submarine != null) drawPos += item.Submarine.DrawPosition;
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