(714944a46) - Item triggers can be used to define areas that cause the item to be highlighted, not just areas that the player has to be inside to interact with the item. - Triggers take item scale into account. - Added triggers around the integrated buttons in the new hatch/window variants (-> fixes hatches not being highlighted by putting the cursor on the button when there's a ladder next to the player).
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@@ -833,16 +833,16 @@ namespace Barotrauma
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{
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return world ?
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new Rectangle(
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WorldRect.X + trigger.X,
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WorldRect.Y + trigger.Y,
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(trigger.Width == 0) ? Rect.Width : trigger.Width,
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(trigger.Height == 0) ? Rect.Height : trigger.Height)
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(int)(WorldRect.X + trigger.X * Scale),
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(int)(WorldRect.Y + trigger.Y * Scale),
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(trigger.Width == 0) ? Rect.Width : (int)(trigger.Width * Scale),
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(trigger.Height == 0) ? Rect.Height : (int)(trigger.Height * Scale))
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:
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new Rectangle(
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Rect.X + trigger.X,
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Rect.Y + trigger.Y,
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(trigger.Width == 0) ? Rect.Width : trigger.Width,
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(trigger.Height == 0) ? Rect.Height : trigger.Height);
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(int)(Rect.X + trigger.X * Scale),
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(int)(Rect.Y + trigger.Y * Scale),
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(trigger.Width == 0) ? Rect.Width : (int)(trigger.Width * Scale),
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(trigger.Height == 0) ? Rect.Height : (int)(trigger.Height * Scale));
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}
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/// <summary>
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