Merged linux changes, fixed first item in inventory not being loaded, fixed levels breaking if re-entering the same level
@@ -417,14 +417,11 @@
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<Content Include="Content\Items\Tools\extinguisher.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Weapons\explosives.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Weapons\explosives.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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</Content>
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<Content Include="Content\Items\Weapons\stunbaton.png">
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<Content Include="Content\Items\Weapons\weapons.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Jobs.xml">
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@@ -637,19 +634,10 @@
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<Content Include="Content\Items\Tools\plasmacutter.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Weapons\harpoon.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Weapons\spear.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Weapons\weapons.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<SubType>Designer</SubType>
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</Content>
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<Content Include="Content\Items\Weapons\harpoongun.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Reactor\heatabsorber.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -701,9 +689,6 @@
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<Content Include="Content\Items\Weapons\railgunloader.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Weapons\railgunshell.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="Content\Items\Reactor\reactor.png">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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@@ -945,10 +930,7 @@
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<None Include="Content\Items\Weapons\smack.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Items\Weapons\stunbaton.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\Items\Weapons\stunGrenade.ogg">
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<None Include="Content\Items\Weapons\stungrenade.ogg">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="Content\SmallFont.xnb">
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@@ -9,7 +9,7 @@
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<ErrorReportUrlHistory />
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<FallbackCulture>en-US</FallbackCulture>
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<VerifyUploadedFiles>false</VerifyUploadedFiles>
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<ProjectView>ProjectFiles</ProjectView>
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<ProjectView>ShowAllFiles</ProjectView>
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</PropertyGroup>
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<PropertyGroup>
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<ReferencePath>
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Before Width: | Height: | Size: 311 B |
@@ -6,7 +6,7 @@
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pickdistance="150"
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price="100">
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<Sprite texture="explosives.png" depth="0.8" sourcerect="0,0,16,7"/>
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<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
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<Body width="16" height="7"/>
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@@ -23,7 +23,7 @@
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pickdistance="150"
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price="50">
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<Sprite texture="explosives.png" depth="0.8" sourcerect="0,7,16,9"/>
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<Sprite texture="weapons.png" depth="0.8" sourcerect="112,7,16,9"/>
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<Body width="16" height="9"/>
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Before Width: | Height: | Size: 1.5 KiB |
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Before Width: | Height: | Size: 1.4 KiB |
@@ -64,7 +64,7 @@
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pickdistance="200"
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price="100">
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<Sprite texture ="railgunshell.png" depth ="0.5"/>
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<Sprite texture="weapons.png" sourcerect="0,58,88,20" depth ="0.5"/>
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<Body width="87" height="18"/>
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Before Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 816 B |
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Before Width: | Height: | Size: 2.4 KiB |
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After Width: | Height: | Size: 9.3 KiB |
@@ -7,7 +7,7 @@
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pickthroughwalls="true"
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price="50">
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<Sprite texture ="spear.png" depth="0.55"/>
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<Sprite texture="weapons.png" sourcerect="0,50,65,7" depth="0.55"/>
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<Body width="64" height="5" density="20"/>
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@@ -22,7 +22,7 @@
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pickdistance="200"
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price="500">
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<Sprite texture ="harpoongun.png" depth="0.5"/>
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<Sprite texture="weapons.png" sourcerect="0,25,98,25" depth="0.5"/>
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<Body width="90" height="30" density="10"/>
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@@ -47,12 +47,12 @@
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price="200"
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tags="smallitem">
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<Sprite texture ="stungrenade.png" depth="0.5"/>
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<Sprite texture="weapons.png" sourcerect="98,0,11,24"/>
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<Body width="11" height="24" density="15" friction="0.8f"/>
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<Throwable slots="Any,RightHand,LeftHand" holdpos="0,0" handle1="0,0" throwforce="4.0" aimpos="35,-10">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0" sound="Content/Items/Weapons/stunGrenade.ogg">
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<StatusEffect type="OnUse" target="This" Condition="-100.0" delay="3.0" sound="Content/Items/Weapons/stungrenade.ogg">
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<Explosion range="500" damage="5" stun="10" force="0.1"/>
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</StatusEffect>
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</Throwable>
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@@ -64,7 +64,7 @@
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pickdistance="150"
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price="100">
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<Sprite texture="stunbaton.png" sourcerect="0,12,77,23" depth="0.5"/>
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<Sprite texture="weapons.png" sourcerect="20,0,77,23" depth="0.5"/>
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<Body width="90" height="30" density="10"/>
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@@ -88,7 +88,7 @@
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tags="smallitem,loadable"
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price="50">
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<Sprite texture ="stunbaton.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Sprite texture="weapons.png" sourcerect="0,0,20,9" depth="0.8"/>
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<Body width="20" height="9" density="15"/>
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@@ -394,7 +394,7 @@ namespace Barotrauma
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{
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for (ushort i = 0; i < Info.PickedItemIDs.Count; i++ )
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{
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if (i == 0) continue;
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if (Info.PickedItemIDs[i] == 0) continue;
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Item item = FindEntityByID(Info.PickedItemIDs[i]) as Item;
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if (item == null) continue;
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@@ -165,11 +165,18 @@ namespace EventInput
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(int)Marshal.GetFunctionPointerForDelegate(hookProcDelegate));
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hIMC = ImmGetContext(window.Handle);
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#elif LINUX
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window.TextInput += ReceiveInput;
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#endif
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initialized = true;
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}
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private static void ReceiveInput(object sender, TextInputEventArgs e)
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{
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OnCharEntered(e.Character);
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}
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public static void OnCharEntered(char character)
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{
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if (CharEntered != null) CharEntered(null, new CharacterEventArgs(character, 0));
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@@ -54,6 +54,19 @@ namespace Barotrauma
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get { return textBlock.TextColor; }
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set { textBlock.TextColor = value; }
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}
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public override SpriteFont Font
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{
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get
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{
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return (textBlock==null) ? GUI.Font : textBlock.Font;
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}
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set
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{
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if (textBlock == null) return;
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base.Font = value;
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}
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}
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public string Text
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{
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@@ -101,6 +101,8 @@ namespace Barotrauma
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{
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Graphics = new GraphicsDeviceManager(this);
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Window.Title = "Barotrauma";
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Instance = this;
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Config = new GameSettings("config.xml");
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@@ -143,11 +143,13 @@ namespace Barotrauma
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if (Level.Loaded.AtEndPosition)
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{
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endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
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endShiftButton.Font = GUI.SmallFont;
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endShiftButton.Draw(spriteBatch);
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}
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else if (Level.Loaded.AtStartPosition)
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{
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endShiftButton.Text = "Enter " + Map.CurrentLocation.Name;
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endShiftButton.Font = GUI.SmallFont;
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endShiftButton.Draw(spriteBatch);
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}
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@@ -582,11 +582,6 @@ namespace Barotrauma
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if (body.LinearVelocity != Vector2.Zero && body.LinearVelocity.Length() > 1000.0f)
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{
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body.ResetDynamics();
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if (body.SimPosition.Length() > 1000.0f)
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{
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Remove();
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return;
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}
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}
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body.ApplyForce(buoyancy - body.LinearVelocity * volume);
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@@ -1,4 +1,5 @@
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using FarseerPhysics;
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using FarseerPhysics;
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using Microsoft.Xna.Framework;
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using Barotrauma.Lights;
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using System;
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@@ -79,17 +80,7 @@ namespace Barotrauma
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if (force == 0.0f && attack.Stun == 0.0f && attack.GetDamage(1.0f) == 0.0f) return;
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Hull hull = Hull.FindHull(displayPosition);
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foreach (Item item in Item.ItemList)
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{
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if (item.body == null || item.CurrentHull != hull) continue;
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Vector2 dir = (item.SimPosition == simPosition) ? Rand.Vector(1.0f) : Vector2.Normalize(item.SimPosition - simPosition);
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float distFactor = 1.0f - Vector2.Distance(item.SimPosition, simPosition) / attack.Range;
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item.body.ApplyLinearImpulse(dir * distFactor * force);
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}
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//Hull hull = Hull.FindHull(displayPosition);
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foreach (Character c in Character.CharacterList)
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{
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@@ -962,6 +962,8 @@ namespace Barotrauma
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bodies.Clear();
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bodies = null;
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loaded = null;
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//vertexBuffer.Dispose();
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//vertexBuffer = null;
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}
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@@ -309,23 +309,6 @@ namespace Barotrauma
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if (timeSinceClick < doubleClickDelay) doubleClicked = true;
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timeSinceClick = 0.0;
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}
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#if LINUX
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foreach (Keys key in keyboardState.GetPressedKeys())
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{
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if (!oldKeyboardState.IsKeyUp(key)) continue;
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char Character = (char)key;
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if (keyboardState.IsKeyUp(Keys.LeftShift) && keyboardState.IsKeyUp(Keys.RightShift))
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{
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Character = char.ToLower(Character);
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}
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EventInput.EventInput.OnCharEntered(Character);
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}
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#endif
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}
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}
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}
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