v1.0.13.1 (first post-1.0 patch)
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@@ -1311,7 +1311,6 @@ namespace Barotrauma.Items.Components
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float worldPingRadiusSqr = worldPingRadius * worldPingRadius;
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disruptedDirections.Clear();
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if (Level.Loaded == null) { return; }
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for (var pingIndex = 0; pingIndex < activePingsCount; ++pingIndex)
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{
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@@ -1434,8 +1433,10 @@ namespace Barotrauma.Items.Components
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if (connectedSubs.Contains(submarine)) { continue; }
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}
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Rectangle worldBorders = Submarine.MainSub.GetDockedBorders();
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worldBorders.Location += Submarine.MainSub.WorldPosition.ToPoint();
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//display the actual walls if the ping source is inside the sub (but not inside a hull, that's handled above)
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//only relevant in the end levels or maybe custom subs with some kind of non-hulled parts
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Rectangle worldBorders = submarine.GetDockedBorders();
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worldBorders.Location += submarine.WorldPosition.ToPoint();
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if (Submarine.RectContains(worldBorders, pingSource))
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{
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CreateBlipsForSubmarineWalls(submarine, pingSource, transducerPos, pingRadius, prevPingRadius, range, passive);
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