Progress on tutorial, gap tweaking (water flows faster from room to room), UPnP error messages, input keys in array, underwater aiming tweaking, tons of misc stuff commit more often ffs
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@@ -67,17 +67,17 @@ namespace Subsurface.Items.Components
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GUI.DrawRectangle(spriteBatch, hullRect, Color.White);
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}
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foreach (Character c in Character.CharacterList)
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{
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if (c.AnimController.CurrentHull!=null) continue;
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//foreach (Character c in Character.CharacterList)
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//{
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// if (c.AnimController.CurrentHull!=null) continue;
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Rectangle characterRect = new Rectangle(
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miniMap.X + (int)((c.Position.X - Submarine.Borders.X) * size),
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miniMap.Y - (int)((c.Position.Y - Submarine.Borders.Y) * size),
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5, 5);
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// Rectangle characterRect = new Rectangle(
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// miniMap.X + (int)((c.Position.X - Submarine.Borders.X) * size),
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// miniMap.Y - (int)((c.Position.Y - Submarine.Borders.Y) * size),
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// 5, 5);
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GUI.DrawRectangle(spriteBatch, characterRect, Color.White, true);
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}
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// GUI.DrawRectangle(spriteBatch, characterRect, Color.White, true);
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//}
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}
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}
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@@ -17,7 +17,7 @@ namespace Subsurface.Items.Components
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Hull hull1, hull2;
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[HasDefaultValue(0.0f, true)]
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private float FlowPercentage
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public float FlowPercentage
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{
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get { return flowPercentage; }
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set
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@@ -116,21 +116,18 @@ namespace Subsurface.Items.Components
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item.NewComponentEvent(this, true);
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}
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spriteBatch.DrawString(GUI.Font, "Flow percentage: " + (int)flowPercentage + " %", new Vector2(x + 20, y + 80), Color.White);
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 200, y + 70, 40, 40), "+", false))
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{
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FlowPercentage += 10.0f;
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item.NewComponentEvent(this, true);
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}
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 250, y + 70, 40, 40), "-", false))
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spriteBatch.DrawString(GUI.Font, "Pumping speed: " + (int)flowPercentage + " %", new Vector2(x + 20, y + 80), Color.White);
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 200, y + 70, 40, 40), "OUT", false))
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{
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FlowPercentage -= 10.0f;
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item.NewComponentEvent(this, true);
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}
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if (GUI.DrawButton(spriteBatch, new Rectangle(x + 250, y + 70, 40, 40), "IN", false))
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{
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FlowPercentage += 10.0f;
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item.NewComponentEvent(this, true);
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}
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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@@ -10,7 +10,7 @@ using System.Xml.Linq;
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namespace Subsurface.Items.Components
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{
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class Steering : ItemComponent
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class Steering : Powered
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{
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private Vector2 currVelocity;
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private Vector2 targetVelocity;
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@@ -67,7 +67,9 @@ namespace Subsurface.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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base.Update(deltaTime, cam);
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//base.Update(deltaTime, cam);
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//if (voltage < minVoltage) return;
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if (autoPilot)
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{
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@@ -112,6 +114,8 @@ namespace Subsurface.Items.Components
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public override void DrawHUD(SpriteBatch spriteBatch, Character character)
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{
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//if (voltage < minVoltage) return;
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int width = GuiFrame.Rect.Width, height = GuiFrame.Rect.Height;
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int x = GuiFrame.Rect.X;
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int y = GuiFrame.Rect.Y;
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