Merged branch master into new-netcode
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@@ -38,11 +38,8 @@ namespace Barotrauma
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get { return zoom; }
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set
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{
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zoom = value;
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if (zoom < 0.1f) zoom = 0.1f;
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//if (prevZoom == zoom) return;
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zoom = Math.Max(value, GameMain.DebugDraw ? 0.01f : 0.1f);
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Vector2 center = WorldViewCenter;
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float newWidth = resolution.X / zoom;
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float newHeight = resolution.Y / zoom;
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@@ -137,7 +134,6 @@ namespace Barotrauma
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worldView.X = (int)(interpolatedPosition.X - worldView.Width / 2.0);
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worldView.Y = (int)(interpolatedPosition.Y + worldView.Height / 2.0);
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if (Level.Loaded != null && clampPos)
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{
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position.Y -= Math.Max(worldView.Y - Level.Loaded.Size.Y, 0.0f);
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@@ -199,7 +195,7 @@ namespace Barotrauma
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moveCam = moveCam * deltaTime * 60.0f;
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Zoom = MathHelper.Clamp(zoom + (PlayerInput.ScrollWheelSpeed / 1000.0f) * zoom, 0.1f, 2.0f);
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Zoom = MathHelper.Clamp(zoom + (PlayerInput.ScrollWheelSpeed / 1000.0f) * zoom, GameMain.DebugDraw ? 0.01f : 0.1f, 2.0f);
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}
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else
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{
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@@ -1,5 +1,6 @@
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Xml.Linq;
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namespace Barotrauma
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@@ -27,11 +28,21 @@ namespace Barotrauma
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public override void Start(Level level)
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{
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Vector2 position = level.GetRandomInterestingPosition(true, Level.PositionType.MainPath);
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float minDist = Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
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monster = Character.Create(monsterFile, position, null, GameMain.Client != null);
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//find a random spawnpos that isn't too close to the main sub
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int tries = 0;
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Vector2 spawnPos = Vector2.Zero;
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do
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{
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spawnPos = Level.Loaded.GetRandomInterestingPosition(true, Level.PositionType.MainPath);
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tries++;
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} while (tries < 50 && Vector2.Distance(spawnPos, Submarine.MainSub.WorldPosition) < minDist);
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monster = Character.Create(monsterFile, spawnPos, null, GameMain.Client != null);
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monster.Enabled = false;
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radarPosition = monster.Position;
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radarPosition = spawnPos;
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}
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public override void Update(float deltaTime)
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@@ -47,9 +47,17 @@ namespace Barotrauma
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private void SpawnMonsters()
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{
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//WayPoint randomWayPoint = WayPoint.GetRandom(SpawnType.Enemy);
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float minDist = Math.Max(Submarine.MainSub.Borders.Width, Submarine.MainSub.Borders.Height);
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//find a random spawnpos that isn't too close to the main sub
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int tries = 0;
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Vector2 spawnPos = Vector2.Zero;
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do
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{
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spawnPos = Level.Loaded.GetRandomInterestingPosition(true, spawnPosType);
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tries++;
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} while (tries < 50 && Vector2.Distance(spawnPos, Submarine.MainSub.WorldPosition) < minDist);
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Vector2 spawnPos = Level.Loaded.GetRandomInterestingPosition(true, spawnPosType);
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int amount = Rand.Range(minAmount, maxAmount, false);
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@@ -23,6 +23,8 @@ namespace Barotrauma.Items.Components
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{
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if (item.CurrentHull == null) return;
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if (item.InWater) return;
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item.CurrentHull.Oxygen += oxygenFlow * deltaTime;
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OxygenFlow -= deltaTime * 1000.0f;
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}
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