Unstable v0.10.600.0
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@@ -11,7 +11,7 @@ namespace Barotrauma
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{
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class CharacterHUD
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{
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private static Dictionary<Entity, int> orderIndicatorCount = new Dictionary<Entity, int>();
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private static Dictionary<ISpatialEntity, int> orderIndicatorCount = new Dictionary<ISpatialEntity, int>();
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const float ItemOverlayDelay = 1.0f;
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private static Item focusedItem;
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private static float focusedItemOverlayTimer;
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@@ -458,6 +458,8 @@ namespace Barotrauma
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private static void DrawOrderIndicator(SpriteBatch spriteBatch, Camera cam, Character character, Order order, float iconAlpha = 1.0f)
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{
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if (order?.SymbolSprite == null) { return; }
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if (order.TargetAllCharacters)
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{
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if (order.OrderGiver != character && !order.HasAppropriateJob(character))
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@@ -466,7 +468,7 @@ namespace Barotrauma
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}
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}
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Entity target = order.ConnectedController != null ? order.ConnectedController.Item : order.TargetEntity;
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ISpatialEntity target = order.ConnectedController != null ? order.ConnectedController.Item : order.TargetSpatialEntity;
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if (target == null) { return; }
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//don't show the indicator if far away and not inside the same sub
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@@ -479,7 +481,9 @@ namespace Barotrauma
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if (!orderIndicatorCount.ContainsKey(target)) { orderIndicatorCount.Add(target, 0); }
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Vector2 drawPos = target.DrawPosition + Vector2.UnitX * order.SymbolSprite.size.X * 1.5f * orderIndicatorCount[target];
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Vector2 drawPos = target is Entity ? (target as Entity).DrawPosition :
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target.Submarine == null ? target.Position : target.Position + target.Submarine.DrawPosition;
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drawPos += Vector2.UnitX * order.SymbolSprite.size.X * 1.5f * orderIndicatorCount[target];
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GUI.DrawIndicator(spriteBatch, drawPos, cam, 100.0f, order.SymbolSprite, order.Color * iconAlpha);
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orderIndicatorCount[target] = orderIndicatorCount[target] + 1;
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