Sending the ids of the hulls/gaps in between docking ports to make sure they match between clients, small optimizations to hull networkevents
This commit is contained in:
@@ -31,10 +31,12 @@ namespace Barotrauma.Items.Components
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private Joint joint;
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private Hull[] hulls;
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private ushort?[] hullIds;
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private Body[] bodies;
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private Gap gap;
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private ushort? gapId;
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private bool docked;
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@@ -106,6 +108,8 @@ namespace Barotrauma.Items.Components
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IsActive = true;
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hullIds = new ushort?[2];
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list.Add(this);
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}
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@@ -286,6 +290,8 @@ namespace Barotrauma.Items.Components
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hulls[i] = new Hull(MapEntityPrefab.list.Find(m => m.Name == "Hull"), hullRects[i], subs[i]);
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hulls[i].AddToGrid(subs[i]);
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if (hullIds[i] != null) hulls[i].ID = (ushort)hullIds[i];
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//for (int j = 0; j < 2; j++)
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//{
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// bodies[i + j * 2] = BodyFactory.CreateEdge(GameMain.World,
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@@ -295,6 +301,7 @@ namespace Barotrauma.Items.Components
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}
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gap = new Gap(new Rectangle(hullRects[0].X, hullRects[0].Y+2, hullRects[0].Width, 4), false, subs[0]);
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if (gapId != null) gap.ID = (ushort)gapId;
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gap.linkedTo.Clear();
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if (hulls[0].WorldRect.Y > hulls[1].WorldRect.Y)
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@@ -312,8 +319,12 @@ namespace Barotrauma.Items.Components
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item.linkedTo.Add(hulls[0]);
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item.linkedTo.Add(hulls[1]);
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item.linkedTo.Add(gap);
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hullIds[0] = hulls[0].ID;
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hullIds[1] = hulls[1].ID;
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gapId = gap.ID;
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item.linkedTo.Add(gap);
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foreach (Body body in bodies)
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{
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@@ -327,10 +338,12 @@ namespace Barotrauma.Items.Components
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}
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private void Undock()
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public void Undock()
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{
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if (dockingTarget == null || !docked) return;
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item.NewComponentEvent(this, false, true);
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PlaySound(ActionType.OnUse, item.WorldPosition);
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dockingTarget.item.Submarine.DockedTo.Remove(item.Submarine);
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@@ -379,6 +392,11 @@ namespace Barotrauma.Items.Components
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gap.Remove();
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gap = null;
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}
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hullIds[0] = null;
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hullIds[1] = null;
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gapId = null;
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if (bodies!=null)
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{
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@@ -437,6 +455,8 @@ namespace Barotrauma.Items.Components
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if (!item.linkedTo.Any(e => e is Hull) && !dockingTarget.item.linkedTo.Any(e => e is Hull))
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{
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CreateHull();
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item.NewComponentEvent(this, false, true);
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}
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}
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dockingState = MathHelper.Lerp(dockingState, 0.5f, deltaTime * 10.0f);
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@@ -491,7 +511,7 @@ namespace Barotrauma.Items.Components
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drawPos,
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new Rectangle(
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rect.X, rect.Y + rect.Height/2 + (int)(rect.Height / 2 * (1.0f - dockingState)),
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rect.Width, (int)(rect.Height / 2 * dockingState)), Color.Red);
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rect.Width, (int)(rect.Height / 2 * dockingState)), Color.White);
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}
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else
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@@ -555,8 +575,6 @@ namespace Barotrauma.Items.Components
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Docked = signal != "0";
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break;
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}
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item.NewComponentEvent(this, false, true);
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}
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public override bool FillNetworkData(Networking.NetworkEventType type, Lidgren.Network.NetBuffer message)
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@@ -566,6 +584,10 @@ namespace Barotrauma.Items.Components
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if (docked)
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{
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message.Write(dockingTarget.item.ID);
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message.Write((ushort)hullIds[0]);
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message.Write((ushort)hullIds[1]);
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message.Write((ushort)gapId);
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}
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return true;
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@@ -593,7 +615,13 @@ namespace Barotrauma.Items.Components
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return;
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}
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hullIds[0] = message.ReadUInt16();
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hullIds[1] = message.ReadUInt16();
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gapId = message.ReadUInt16();
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Dock(dockingTarget);
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}
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else
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{
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@@ -807,21 +807,24 @@ namespace Barotrauma
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message.WriteRangedSingle(MathHelper.Clamp(volume/FullVolume, 0.0f, 1.5f), 0.0f, 1.5f, 6);
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message.WriteRangedSingle(MathHelper.Clamp(OxygenPercentage, 0.0f, 100.0f), 0.0f, 100.0f, 8);
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message.Write((byte)fireSources.Count, 4);
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for (int i = 0; i < Math.Min(fireSources.Count, 16); i++)
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message.Write(fireSources.Count > 0);
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if (fireSources.Count > 0)
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{
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var fireSource = fireSources[i];
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message.Write((byte)fireSources.Count);
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for (int i = 0; i < Math.Min(fireSources.Count, 16); i++)
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{
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var fireSource = fireSources[i];
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Vector2 normalizedPos = new Vector2(
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(fireSource.Position.X - rect.X) / rect.Width,
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(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
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message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 4);
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message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 4);
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Vector2 normalizedPos = new Vector2(
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(fireSource.Position.X - rect.X) / rect.Width,
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(fireSource.Position.Y - (rect.Y - rect.Height)) / rect.Height);
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message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.X, 0.0f, 1.0f), 0.0f, 1.0f, 4);
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message.WriteRangedSingle(MathHelper.Clamp(normalizedPos.Y, 0.0f, 1.0f), 0.0f, 1.0f, 4);
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message.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 6);
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message.WriteRangedSingle(MathHelper.Clamp(fireSource.Size.X / rect.Width, 0.0f, 1.0f), 0, 1.0f, 6);
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}
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}
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lastSentVolume = volume;
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lastSentOxygen = OxygenPercentage;
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@@ -854,45 +857,52 @@ namespace Barotrauma
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Volume = newVolume;
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OxygenPercentage = newOxygen;
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int fireSourceCount = message.ReadByte(4);
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bool hasFireSources = message.ReadBoolean();
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List<FireSource> newFireSources = new List<FireSource>();
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for (int i = 0; i < fireSourceCount; i++)
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if (hasFireSources)
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{
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Vector2 pos = Vector2.Zero;
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float size = 0.0f;
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pos.X = message.ReadRangedSingle(0.0f, 1.0f, 4);
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pos.Y = message.ReadRangedSingle(0.0f, 1.0f, 4);
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size = message.ReadRangedSingle(0.0f, 1.0f, 6);
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if (!MathUtils.IsValid(pos)) continue;
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pos.X = MathHelper.Clamp(pos.X, 0.05f, 0.95f);
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pos.Y = MathHelper.Clamp(pos.Y, 0.05f, 0.95f);
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pos = new Vector2(rect.X + rect.Width * pos.X, rect.Y - rect.Height + (rect.Height * pos.Y));
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var existingFire = fireSources.Find(fs => fs.Contains(pos));
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if (existingFire!=null)
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int fireSourceCount = message.ReadByte();
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for (int i = 0; i < fireSourceCount; i++)
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{
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newFireSources.Add(existingFire);
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existingFire.Position = pos;
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existingFire.Size = new Vector2(
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existingFire.Hull == null ? size : size*existingFire.Hull.rect.Width,
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existingFire.Size.Y);
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}
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else
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{
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var newFire = new FireSource(pos + Submarine.Position, this, true);
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newFire.Size = new Vector2(
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newFire.Hull == null ? size : size * newFire.Hull.rect.Width,
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newFire.Size.Y);
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Vector2 pos = Vector2.Zero;
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float size = 0.0f;
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pos.X = message.ReadRangedSingle(0.0f, 1.0f, 4);
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pos.Y = message.ReadRangedSingle(0.0f, 1.0f, 4);
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size = message.ReadRangedSingle(0.0f, 1.0f, 6);
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if (!MathUtils.IsValid(pos)) continue;
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//ignore if the fire wasn't added to this room (invalid position)?
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if (!fireSources.Contains(newFire)) continue;
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newFireSources.Add(newFire);
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pos.X = MathHelper.Clamp(pos.X, 0.05f, 0.95f);
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pos.Y = MathHelper.Clamp(pos.Y, 0.05f, 0.95f);
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pos = new Vector2(rect.X + rect.Width * pos.X, rect.Y - rect.Height + (rect.Height * pos.Y));
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var existingFire = fireSources.Find(fs => fs.Contains(pos));
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if (existingFire!=null)
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{
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newFireSources.Add(existingFire);
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existingFire.Position = pos;
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existingFire.Size = new Vector2(
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existingFire.Hull == null ? size : size*existingFire.Hull.rect.Width,
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existingFire.Size.Y);
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}
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else
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{
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var newFire = new FireSource(pos + Submarine.Position, this, true);
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newFire.Size = new Vector2(
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newFire.Hull == null ? size : size * newFire.Hull.rect.Width,
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newFire.Size.Y);
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//ignore if the fire wasn't added to this room (invalid position)?
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if (!fireSources.Contains(newFire)) continue;
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newFireSources.Add(newFire);
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}
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}
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}
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var toBeRemoved = fireSources.FindAll(fs => !newFireSources.Contains(fs));
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for (int i = toBeRemoved.Count - 1; i >= 0; i--)
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{
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