Build 0.20.0.0
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@@ -25,14 +25,31 @@ namespace Barotrauma.Items.Components
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foreach (Node node in nodes)
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{
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GameMain.ParticleManager.CreateParticle("swirlysmoke", node.WorldPosition, Vector2.Zero);
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if (node.ParentIndex > -1)
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{
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Vector2 diff = nodes[node.ParentIndex].WorldPosition - node.WorldPosition;
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float dist = diff.Length();
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Vector2 normalizedDiff = diff / dist;
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for (float x = 0.0f; x < dist; x += 50.0f)
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{
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var spark = GameMain.ParticleManager.CreateParticle("ElectricShock", node.WorldPosition + normalizedDiff * x, Vector2.Zero);
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if (spark != null)
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{
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spark.Size *= 0.3f;
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}
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}
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}
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}
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}
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public void DrawElectricity(SpriteBatch spriteBatch)
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{
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if (timer <= 0.0f) { return; }
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for (int i = 0; i < nodes.Count; i++)
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{
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if (nodes[i].Length <= 1.0f) continue;
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if (nodes[i].Length <= 1.0f) { continue; }
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var node = nodes[i];
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electricitySprite.Draw(spriteBatch,
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(i + frameOffset) % electricitySprite.FrameCount,
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@@ -46,10 +63,16 @@ namespace Barotrauma.Items.Components
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if (GameMain.DebugDraw)
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{
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for (int i = 0; i < nodes.Count; i++)
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for (int i = 1; i < nodes.Count; i++)
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{
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if (nodes[i].Length <= 1.0f) continue;
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GUI.DrawRectangle(spriteBatch, new Vector2(nodes[i].WorldPosition.X, -nodes[i].WorldPosition.Y), Vector2.One * 5, Color.LightCyan, isFilled: true);
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GUI.DrawLine(spriteBatch,
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new Vector2(nodes[i].WorldPosition.X, -nodes[i].WorldPosition.Y),
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new Vector2(nodes[nodes[i].ParentIndex].WorldPosition.X, -nodes[nodes[i].ParentIndex].WorldPosition.Y),
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Color.LightCyan,
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width: 3);
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if (nodes[i].Length <= 1.0f) { continue; }
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GUI.DrawRectangle(spriteBatch, new Vector2(nodes[i].WorldPosition.X, -nodes[i].WorldPosition.Y), Vector2.One * 10, Color.LightCyan, isFilled: true);
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}
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}
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}
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