Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading
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+28
-10
@@ -163,13 +163,13 @@ namespace Subsurface
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}
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}
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List<string> highlightText;
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//List<string> highlightText;
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public List<string> HighlightText
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{
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get { return highlightText;}
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//public List<string> HighlightText
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//{
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// get { return highlightText;}
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}
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//}
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public Item(ItemPrefab itemPrefab, Vector2 position)
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: this(new Rectangle((int)position.X, (int)position.Y, (int)itemPrefab.sprite.size.X, (int)itemPrefab.sprite.size.Y), itemPrefab)
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@@ -223,7 +223,7 @@ namespace Subsurface
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highlightText = new List<string>();
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//highlightText = new List<string>();
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foreach (XElement subElement in element.Elements())
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{
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@@ -245,7 +245,7 @@ namespace Subsurface
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if (ic == null) break;
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components.Add(ic);
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if (!string.IsNullOrWhiteSpace(ic.Msg)) highlightText.Add(ic.Msg);
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//if (!string.IsNullOrWhiteSpace(ic.Msg)) highlightText.Add(ic.Msg);
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break;
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}
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@@ -672,7 +672,6 @@ namespace Subsurface
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float closestDist = 0.0f, dist;
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Item closest = null;
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Vector2 displayPos = ConvertUnits.ToDisplayUnits(position);
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Vector2 displayPickPos = ConvertUnits.ToDisplayUnits(pickPosition);
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@@ -715,7 +714,7 @@ namespace Subsurface
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if (Vector2.Distance(position, item.SimPosition) > item.prefab.PickDistance) continue;
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dist = Vector2.Distance(pickPosition, item.SimPosition);
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if (closest == null || dist < closestDist)
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if ((closest == null || dist < closestDist) && Submarine.CheckVisibility(position, item.SimPosition)==null)
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{
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closest = item;
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closestDist = dist;
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@@ -749,7 +748,7 @@ namespace Subsurface
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picker.SelectedConstruction = (picker.SelectedConstruction == this) ? null : this;
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}
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if (!hasRequiredSkills)
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if (!hasRequiredSkills && Character.Controlled==picker)
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{
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GUI.AddMessage("Your skills may be insufficient to use the item!", Color.Red, 5.0f);
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}
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@@ -785,6 +784,25 @@ namespace Subsurface
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}
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}
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public List<ColoredText> GetHUDTexts(Character character)
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{
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List<ColoredText> texts = new List<ColoredText>();
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foreach (ItemComponent ic in components)
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{
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if (string.IsNullOrEmpty(ic.Msg)) continue;
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if (!ic.CanBePicked && !ic.CanBeSelected) continue;
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Color color = Color.Red;
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if (ic.HasRequiredSkills(character) && ic.HasRequiredItems(character, false)) color = Color.Orange;
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texts.Add(new ColoredText(ic.Msg, color));
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}
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return texts;
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}
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public bool Combine(Item item)
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{
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bool isCombined = false;
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