GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -129,7 +129,7 @@ namespace Subsurface.Items.Components
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if (!item.body.Enabled)
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{
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Limb rightHand = picker.animController.GetLimb(LimbType.RightHand);
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Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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item.SetTransform(rightHand.SimPosition, 0.0f);
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}
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@@ -197,9 +197,9 @@ namespace Subsurface.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.animController.Dir) Flip(item);
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if (item.body.Dir != picker.AnimController.Dir) Flip(item);
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AnimController ac = picker.animController;
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AnimController ac = picker.AnimController;
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ac.HoldItem(deltaTime, cam, item, handlePos, holdPos, aimPos, holdAngle);
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}
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@@ -81,7 +81,7 @@ namespace Subsurface.Items.Components
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if (item.body!= null && !item.body.Enabled)
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{
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Limb rightHand = picker.animController.GetLimb(LimbType.RightHand);
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Limb rightHand = picker.AnimController.GetLimb(LimbType.RightHand);
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item.SetTransform(rightHand.SimPosition, 0.0f);
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item.body.Enabled = true;
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}
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@@ -58,7 +58,7 @@ namespace Subsurface.Items.Components
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reload = 1.0f;
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List<Body> limbBodies = new List<Body>();
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foreach (Limb l in character.animController.limbs)
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foreach (Limb l in character.AnimController.limbs)
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{
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limbBodies.Add(l.body.FarseerBody);
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}
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@@ -104,7 +104,7 @@ namespace Subsurface.Items.Components
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(float)Math.Sin(item.body.Rotation)) * range * item.body.Dir;
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List<Body> ignoredBodies = new List<Body>();
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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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ignoredBodies.Add(limb.body.FarseerBody);
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}
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@@ -64,9 +64,9 @@ namespace Subsurface.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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if (item.body.Dir != picker.animController.Dir) Flip(item);
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if (item.body.Dir != picker.AnimController.Dir) Flip(item);
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AnimController ac = picker.animController;
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AnimController ac = picker.AnimController;
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ac.HoldItem(deltaTime, cam, item, handlePos, new Vector2(throwPos, 0.0f), aimPos, holdAngle);
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