Option to hide waypoints and spawnpoints in editor, fixed cam "twitching" in multiplayer, additional light sprites for lightcomponents, wire bugfixes, fixed excessive camera shake when firing the railgun
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@@ -325,10 +325,12 @@ namespace Barotrauma.Items.Components
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if (index>-1 && wireComponent!=null && !Wires.Contains(wireComponent))
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{
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bool alreadyConnected = wireComponent.IsConnectedTo(item);
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wireComponent.RemoveConnection(item);
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Wires[index] = wireComponent;
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wireComponent.Connect(this);
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wireComponent.Connect(this, !alreadyConnected);
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}
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}
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//far away -> disconnect if the wire is linked to this connector
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@@ -13,13 +13,11 @@ namespace Barotrauma.Items.Components
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private Color lightColor;
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//private Sprite sprite;
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private LightSource light;
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LightSource light;
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private float range;
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float range;
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float lightBrightness;
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private float lightBrightness;
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private float flicker;
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@@ -81,18 +79,17 @@ namespace Barotrauma.Items.Components
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public LightComponent(Item item, XElement element)
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: base (item, element)
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{
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//foreach (XElement subElement in element.Elements())
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//{
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// if (subElement.Name.ToString().ToLower() != "sprite") continue;
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// sprite = new Sprite(subElement);
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// break;
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//}
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light = new LightSource(item.Position, 100.0f, Color.White, item.CurrentHull == null ? null : item.CurrentHull.Submarine);
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IsActive = true;
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//lightColor = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() != "sprite") continue;
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light.LightSprite = new Sprite(subElement);
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light.LightSprite.Origin = light.LightSprite.size / 2.0f;
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break;
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}
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}
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public override void Update(float deltaTime, Camera cam)
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@@ -101,9 +98,7 @@ namespace Barotrauma.Items.Components
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if (item.CurrentHull != null)
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{
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light.Submarine = item.CurrentHull.Submarine;
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}
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}
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if (item.container != null)
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{
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@@ -57,6 +57,12 @@ namespace Barotrauma.Items.Components
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return null;
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}
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public bool IsConnectedTo(Item item)
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{
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if (connections[0] != null && connections[0].Item == item) return true;
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return (connections[1] != null && connections[1].Item == item);
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}
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public void RemoveConnection(Item item)
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{
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for (int i = 0; i<2; i++)
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