Unstable 1.1.14.0
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@@ -50,9 +50,9 @@ namespace Barotrauma
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}
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else if (Entity is Item i)
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{
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if (i.Submarine != null && i.GetComponent<Items.Components.Door>() == null)
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if (i.Submarine != null && i.Container != null)
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{
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// Don't show items that are inside the submarine, because monsters shouldn't target them when they are inside and the monsters are outside.
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// Don't show contained items that are inside the submarine, because they shouldn't attract monsters.
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return;
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}
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color = Color.CadetBlue;
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@@ -82,15 +82,20 @@ namespace Barotrauma
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{
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var previousNode = path.Nodes[i - 1];
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var currentNode = path.Nodes[i];
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bool isPathActive = !path.Finished && !path.IsAtEndNode;
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Color pathColor = isPathActive ? Color.Blue * 0.5f : Color.Gray;
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GUI.DrawLine(spriteBatch,
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new Vector2(currentNode.DrawPosition.X, -currentNode.DrawPosition.Y),
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new Vector2(previousNode.DrawPosition.X, -previousNode.DrawPosition.Y),
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Color.Blue * 0.5f, 0, 3);
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pathColor, 0, 3);
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GUIStyle.SmallFont.DrawString(spriteBatch,
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currentNode.ID.ToString(),
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new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
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Color.Blue);
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if (isPathActive)
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{
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GUIStyle.SmallFont.DrawString(spriteBatch,
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currentNode.ID.ToString(),
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new Vector2(currentNode.DrawPosition.X - 10, -currentNode.DrawPosition.Y - 30),
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Color.Blue);
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}
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}
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if (path.CurrentNode != null)
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{
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