Server job assigning logic, submarine movement syncing, submarine collision improvements, spawnpoints in levels
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+11
-8
@@ -264,15 +264,18 @@ namespace Subsurface
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public static void Draw(float deltaTime, SpriteBatch spriteBatch, Camera cam)
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{
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//spriteBatch.DrawString(font,
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// "FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond
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// + " - render: " + Game1.renderTimeElapsed,
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// new Vector2(10, 10), Color.White);
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spriteBatch.DrawString(font,
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"FPS: " + (int)Game1.frameCounter.AverageFramesPerSecond,
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new Vector2(10, 10), Color.White);
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//spriteBatch.DrawString(font,
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// "Physics: " + Game1.world.UpdateTime
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// + " - bodies: " + Game1.world.BodyList.Count,
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// new Vector2(10, 30), Color.White);
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spriteBatch.DrawString(font,
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"Physics: " + Game1.World.UpdateTime
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+ " - bodies: " + Game1.World.BodyList.Count,
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new Vector2(10, 30), Color.White);
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spriteBatch.DrawString(font,
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"Camera pos: " + Game1.GameScreen.Cam.Position,
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new Vector2(10, 50), Color.White);
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if (Character.Controlled != null && cam!=null) Character.Controlled.DrawHud(spriteBatch, cam);
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@@ -142,6 +142,8 @@ namespace Subsurface
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sprites = new List<Sprite>();
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children = new List<GUIComponent>();
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if (style!=null) style.Apply(this);
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}
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@@ -89,9 +89,11 @@ namespace Subsurface
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public GUITextBox(Rectangle rect, Color? color, Color? textColor, Alignment alignment, Alignment textAlignment = Alignment.Left, GUIStyle style = null, GUIComponent parent = null)
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: base(style)
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{
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Enabled = true;
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this.rect = rect;
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if (color!=null) this.color = (Color)color;
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if (color != null) this.color = (Color)color;
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this.alignment = alignment;
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