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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@@ -75,7 +75,7 @@ namespace Subsurface.Items.Components
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{
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isActive = true;
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barrelSprite = new Sprite(Path.GetDirectoryName(item.Prefab.ConfigFile) + "\\" +element.Attribute("barrelsprite").Value,
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barrelSprite = new Sprite(Path.GetDirectoryName(item.Prefab.ConfigFile) + "/" +element.Attribute("barrelsprite").Value,
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ToolBox.GetAttributeVector2(element, "origin", Vector2.Zero));
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}
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@@ -99,23 +99,8 @@ namespace Subsurface.Items.Components
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}
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rotation = MathUtils.CurveAngle(rotation, targetRotation, 0.05f);
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}
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//public override void SecondaryUse(float deltaTime, Character character = null)
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//{
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// if (character == null) return;
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// Vector2 centerPos = new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y);
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// if (character == Character.Controlled && cam!=null)
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// {
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// Lights.LightManager.ViewPos = centerPos;
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// cam.TargetPos = new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y);
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// }
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//}
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public override bool Use(float deltaTime, Character character = null)
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{
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if (reload > 0.0f) return false;
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@@ -174,8 +159,6 @@ namespace Subsurface.Items.Components
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projectile.body.Enabled = true;
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projectile.SetTransform(ConvertUnits.ToSimUnits(new Vector2(item.Rect.X + barrelPos.X, item.Rect.Y - barrelPos.Y)), -rotation);
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//if (useSounds.Count() > 0) useSounds[Game1.localRandom.Next(useSounds.Count())].Play(1.0f, 800.0f, item.body.FarseerBody);
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projectileComponent.Use(deltaTime);
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item.RemoveContained(projectile);
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