Build 0.21.6.0 (1.0 pre-patch)
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@@ -14,8 +14,6 @@ namespace Barotrauma.Items.Components
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private CoroutineHandle resetPredictionCoroutine;
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private float resetPredictionTimer;
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private float currentBrightness;
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public Vector2 DrawSize
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{
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get { return new Vector2(Light.Range * 2, Light.Range * 2); }
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@@ -29,14 +27,21 @@ namespace Barotrauma.Items.Components
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Light.Position = ParentBody != null ? ParentBody.Position : item.Position;
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}
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partial void SetLightSourceState(bool enabled, float brightness)
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partial void SetLightSourceState(bool enabled, float? brightness)
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{
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if (Light == null) { return; }
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Light.Enabled = enabled;
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currentBrightness = brightness;
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if (brightness.HasValue)
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{
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lightBrightness = brightness.Value;
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}
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else
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{
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lightBrightness = enabled ? 1.0f : 0.0f;
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}
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if (enabled)
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{
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Light.Color = LightColor.Multiply(brightness);
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Light.Color = LightColor.Multiply(lightBrightness);
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}
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}
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@@ -73,14 +78,21 @@ namespace Barotrauma.Items.Components
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public void Draw(SpriteBatch spriteBatch, bool editing = false, float itemDepth = -1)
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{
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if (Light.LightSprite != null && (item.body == null || item.body.Enabled) && lightBrightness > 0.0f && IsOn && Light.Enabled)
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if (Light?.LightSprite == null) { return; }
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if ((item.body == null || item.body.Enabled) && lightBrightness > 0.0f && IsOn && Light.Enabled)
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{
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Vector2 origin = Light.LightSprite.Origin;
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if ((Light.LightSpriteEffect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally) { origin.X = Light.LightSprite.SourceRect.Width - origin.X; }
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if ((Light.LightSpriteEffect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically) { origin.Y = Light.LightSprite.SourceRect.Height - origin.Y; }
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Vector2 drawPos = item.body?.DrawPosition ?? item.DrawPosition;
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Light.LightSprite.Draw(spriteBatch, new Vector2(drawPos.X, -drawPos.Y), lightColor * lightBrightness, origin, -Light.Rotation, item.Scale, Light.LightSpriteEffect, itemDepth - 0.0001f);
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Color color = lightColor;
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if (Light.OverrideLightSpriteAlpha.HasValue)
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{
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color = new Color(lightColor, Light.OverrideLightSpriteAlpha.Value);
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}
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Light.LightSprite.Draw(spriteBatch, new Vector2(drawPos.X, -drawPos.Y), color * lightBrightness, origin, -Light.Rotation, item.Scale, Light.LightSpriteEffect, itemDepth - 0.0001f);
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}
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}
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