Some cleanup using ReSharper (mostly removing redundancies)
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@@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using System.Xml.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Barotrauma.Particles;
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@@ -95,23 +91,8 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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public override void Draw(SpriteBatch spriteBatch, bool editing = false)
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{
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if (!IsActive) return;
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//Vector2 particleSpeed = new Vector2(
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// (float)Math.Cos(item.body.Rotation),
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// (float)Math.Sin(item.body.Rotation)) *item.body.Dir * 0.1f;
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//Vector2 startPos = ConvertUnits.ToDisplayUnits(item.body.Position);
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//Vector2 endPos = ConvertUnits.ToDisplayUnits(pickedPosition);
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//endPos = new Vector2(endPos.X + Game1.localRandom.Next(-2, 2), endPos.Y + Game1.localRandom.Next(-2, 2));
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//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
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IsActive = false;
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}
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@@ -105,7 +105,7 @@ namespace Barotrauma.Items.Components
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item.body.ApplyLinearImpulse(
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new Vector2((float)Math.Cos(projectile.body.Rotation), (float)Math.Sin(projectile.body.Rotation)) * item.body.Mass * -50.0f);
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projectileComponent.ignoredBodies = limbBodies;
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projectileComponent.IgnoredBodies = limbBodies;
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item.RemoveContained(projectile);
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@@ -10,13 +10,13 @@ namespace Barotrauma.Items.Components
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{
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class RepairTool : ItemComponent
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{
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List<string> fixableEntities;
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private List<string> fixableEntities;
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float range;
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private float range;
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Vector2 pickedPosition;
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private Vector2 pickedPosition;
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Vector2 barrelPos;
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private Vector2 barrelPos;
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private string particles;
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@@ -1,5 +1,4 @@
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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