GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -208,7 +208,7 @@ namespace Subsurface
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pullJoint.Enabled = false;
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pullJoint.MaxForce = 150.0f * body.Mass;
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Game1.world.AddJoint(pullJoint);
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Game1.World.AddJoint(pullJoint);
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}
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else
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{
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@@ -235,10 +235,10 @@ namespace Subsurface
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case "sprite":
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string spritePath = subElement.Attribute("texture").Value;
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if (character.info!=null)
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if (character.Info!=null)
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{
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spritePath = spritePath.Replace("[GENDER]", (character.info.gender == Gender.Female) ? "f" : "");
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spritePath = spritePath.Replace("[HEADID]", character.info.headSpriteId.ToString());
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spritePath = spritePath.Replace("[GENDER]", (character.Info.Gender == Gender.Female) ? "f" : "");
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spritePath = spritePath.Replace("[HEADID]", character.Info.HeadSpriteId.ToString());
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}
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@@ -323,7 +323,7 @@ namespace Subsurface
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Game1.particleManager.CreateParticle("blood",
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SimPosition,
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particleVel * MathUtils.RandomFloatLocal(1.0f, 3.0f));
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particleVel * Rand.Range(1.0f, 3.0f));
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}
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for (int i = 0; i < bloodAmount / 2; i++)
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@@ -339,7 +339,7 @@ namespace Subsurface
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if (LinearVelocity.X>100.0f)
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{
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DebugConsole.ThrowError("CHARACTER EXPLODED");
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foreach (Limb limb in character.animController.limbs)
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foreach (Limb limb in character.AnimController.limbs)
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{
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limb.body.ResetDynamics();
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limb.body.SetTransform(body.Position, 0.0f);
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