"Shifting" entity IDs to prevent them from overlapping between different subs, loading another submarine now works without crashing
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@@ -54,8 +54,8 @@ namespace Barotrauma.Items.Components
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foreach (Hull hull in Hull.hullList)
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{
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Rectangle hullRect = new Rectangle(
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miniMap.X + (int)((hull.Rect.X - Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
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miniMap.Y - (int)((hull.Rect.Y - Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size),
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miniMap.X + (int)((hull.Rect.X - item.Submarine.HiddenSubPosition.X - item.Submarine.Borders.X) * size),
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miniMap.Y - (int)((hull.Rect.Y - item.Submarine.HiddenSubPosition.Y - item.Submarine.Borders.Y) * size),
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(int)(hull.Rect.Width * size),
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(int)(hull.Rect.Height * size));
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@@ -117,16 +117,16 @@ namespace Barotrauma.Items.Components
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if (!addNode) break;
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - item.Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - item.Submarine.HiddenSubPosition) break;
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if (i == 0)
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{
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Nodes.Insert(0, newConnection.Item.Position - Submarine.HiddenSubPosition);
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Nodes.Insert(0, newConnection.Item.Position - item.Submarine.HiddenSubPosition);
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}
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else
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{
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Nodes.Add(newConnection.Item.Position - Submarine.HiddenSubPosition);
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Nodes.Add(newConnection.Item.Position - item.Submarine.HiddenSubPosition);
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}
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@@ -200,7 +200,7 @@ namespace Barotrauma.Items.Components
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// position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
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//}
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newNodePos = RoundNode(item.Position, item.CurrentHull)-Submarine.HiddenSubPosition;
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newNodePos = RoundNode(item.Position, item.CurrentHull) - item.Submarine.HiddenSubPosition;
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//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
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//{
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@@ -366,7 +366,7 @@ namespace Barotrauma.Items.Components
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for (int i = 0; i < Nodes.Count; i++)
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{
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Vector2 worldPos = Nodes[i];
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if (item.Submarine != null) worldPos += item.Submarine.Position + Submarine.HiddenSubPosition;
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if (item.Submarine != null) worldPos += item.Submarine.Position + item.Submarine.HiddenSubPosition;
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worldPos.Y = -worldPos.Y;
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GUI.DrawRectangle(spriteBatch, worldPos + new Vector2(-3, -3), new Vector2(6, 6), item.Color, true, 0.0f);
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@@ -407,7 +407,7 @@ namespace Barotrauma.Items.Components
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MapEntity.DisableSelect = true;
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//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - Submarine.HiddenSubPosition - item.Submarine.Position;// Nodes[(int)selectedNodeIndex];
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - item.Submarine.HiddenSubPosition - item.Submarine.Position;// Nodes[(int)selectedNodeIndex];
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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@@ -430,8 +430,8 @@ namespace Barotrauma.Items.Components
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{
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if (item.Submarine != null)
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{
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start += item.Submarine.DrawPosition + Submarine.HiddenSubPosition;
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end += item.Submarine.DrawPosition + Submarine.HiddenSubPosition;
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start += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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end += item.Submarine.DrawPosition + item.Submarine.HiddenSubPosition;
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}
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start.Y = -start.Y;
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