GUIStyle improvements & some simple UI graphics, networking bugfixes, separate Random class, some StyleCop cleanup
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@@ -144,7 +144,7 @@ namespace Subsurface
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bodies = new List<Body>();
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//gaps = new List<Gap>();
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Body newBody = BodyFactory.CreateRectangle(Game1.world,
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Body newBody = BodyFactory.CreateRectangle(Game1.World,
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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1.5f);
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@@ -202,16 +202,16 @@ namespace Subsurface
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{
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bodies = new List<Body>();
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Body newBody = BodyFactory.CreateRectangle(Game1.world,
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ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) - Submarine.gridSize.X),
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Body newBody = BodyFactory.CreateRectangle(Game1.World,
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ConvertUnits.ToSimUnits(rect.Width * Math.Sqrt(2.0) - Submarine.GridSize.X),
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ConvertUnits.ToSimUnits(10),
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1.5f);
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newBody.BodyType = BodyType.Static;
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Vector2 stairPos = new Vector2(Position.X, rect.Y - rect.Height + rect.Width / 2.0f);
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stairPos += new Vector2(
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(StairDirection == Direction.Right) ? -Submarine.gridSize.X*1.5f : Submarine.gridSize.X*1.5f,
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- Submarine.gridSize.Y*2.0f);
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(StairDirection == Direction.Right) ? -Submarine.GridSize.X*1.5f : Submarine.GridSize.X*1.5f,
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- Submarine.GridSize.Y*2.0f);
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newBody.Position = ConvertUnits.ToSimUnits(stairPos);
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@@ -251,7 +251,7 @@ namespace Subsurface
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if (bodies != null)
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{
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foreach (Body b in bodies)
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Game1.world.RemoveBody(b);
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Game1.World.RemoveBody(b);
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}
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if (convexHull != null) convexHull.Remove();
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@@ -299,7 +299,7 @@ namespace Subsurface
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Limb limb;
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if ((limb = f2.Body.UserData as Limb) != null)
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{
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if (limb.character.animController.IgnorePlatforms) return false;
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if (limb.character.AnimController.IgnorePlatforms) return false;
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}
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}
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@@ -443,7 +443,7 @@ namespace Subsurface
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{
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foreach (Body b in bodies)
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{
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Game1.world.RemoveBody(b);
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Game1.World.RemoveBody(b);
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}
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bodies.Clear();
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@@ -497,7 +497,7 @@ namespace Subsurface
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private Body CreateRectBody(Rectangle rect)
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{
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Body newBody = BodyFactory.CreateRectangle(Game1.world,
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Body newBody = BodyFactory.CreateRectangle(Game1.World,
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ConvertUnits.ToSimUnits(rect.Width),
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ConvertUnits.ToSimUnits(rect.Height),
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1.5f);
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