(d5ea3c7d5) Merge branch 'dev' of https://github.com/Regalis11/Barotrauma-development into dev
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@@ -7,7 +7,7 @@ namespace Barotrauma.Items.Components
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{
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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DeattachTimer = msg.ReadSingle();
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deattachTimer = msg.ReadSingle();
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if (deattachTimer >= DeattachDuration)
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{
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holdable.DeattachFromWall();
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@@ -1,6 +1,7 @@
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using Barotrauma.Particles;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@@ -11,12 +12,21 @@ using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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partial class RepairTool
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#if DEBUG
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: IDrawableComponent
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#endif
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{
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public ParticleEmitter ParticleEmitter
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{
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get;
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private set;
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}
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#if DEBUG
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public Vector2 DrawSize
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{
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get { return GameMain.DebugDraw ? Vector2.One * Range : Vector2.Zero; }
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}
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#endif
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private List<ParticleEmitter> ParticleEmitterHitStructure = new List<ParticleEmitter>();
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private List<ParticleEmitter> ParticleEmitterHitCharacter = new List<ParticleEmitter>();
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@@ -122,5 +132,17 @@ namespace Barotrauma.Items.Components
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emitter.Second.Emit(deltaTime, particlePos, item.CurrentHull, particleAngle + MathHelper.Pi, -particleAngle + MathHelper.Pi);
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}
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}
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#if DEBUG
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public void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (GameMain.DebugDraw && IsActive)
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{
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GUI.DrawLine(spriteBatch,
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new Vector2(debugRayStartPos.X, -debugRayStartPos.Y),
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new Vector2(debugRayEndPos.X, -debugRayEndPos.Y),
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Color.Yellow);
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}
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}
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#endif
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}
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}
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