Parts of the submarine that are left behind in the level will stay there, it's possible to leave the level without the main sub (e.g. in an escape shuttle)
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@@ -36,6 +36,7 @@ namespace Barotrauma
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private string filePath;
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private bool loadSub;
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private Submarine sub;
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private XElement saveElement;
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@@ -56,6 +57,14 @@ namespace Barotrauma
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InsertToList();
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}
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public static LinkedSubmarine CreateDummy(Submarine mainSub, Submarine linkedSub)
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{
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LinkedSubmarine sl = new LinkedSubmarine(mainSub);
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sl.sub = linkedSub;
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return sl;
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}
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public static LinkedSubmarine CreateDummy(Submarine mainSub, string filePath, Vector2 position)
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{
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@@ -280,15 +289,32 @@ namespace Barotrauma
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}
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else
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{
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if (!sub.DockedTo.Contains(Submarine.MainSub)) return null;
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saveElement = new XElement("LinkedSubmarine");
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sub.SaveToXElement(saveElement);
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}
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if (sub != null)
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{
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if (!sub.DockedTo.Contains(Submarine.MainSub))
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{
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saveElement.Add(new XAttribute("location", Level.Loaded.Seed));
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saveElement.Add(new XAttribute("worldpos", ToolBox.Vector2ToString(sub.SubBody.Position)));
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}
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else
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{
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if (saveElement.Attribute("location") != null) saveElement.Attribute("location").Remove();
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if (saveElement.Attribute("worldpos") != null) saveElement.Attribute("worldpos").Remove();
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}
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if (saveElement.Attribute("pos") != null) saveElement.Attribute("pos").Remove();
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saveElement.Add(new XAttribute("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition)));
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if (saveElement.Attribute("pos") != null) saveElement.Attribute("pos").Remove();
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saveElement.Add(new XAttribute("pos", ToolBox.Vector2ToString(Position - Submarine.HiddenSubPosition)));
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}
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parentElement.Add(saveElement);
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@@ -313,6 +339,15 @@ namespace Barotrauma
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linkedSub = new LinkedSubmarine(submarine);
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linkedSub.saveElement = element;
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string levelSeed = ToolBox.GetAttributeString(element, "location", "");
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if (!string.IsNullOrWhiteSpace(levelSeed) && GameMain.GameSession.Level != null && GameMain.GameSession.Level.Seed != levelSeed)
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{
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linkedSub.loadSub = false;
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return;
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}
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linkedSub.loadSub = true;
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linkedSub.rect.Location = pos.ToPoint();
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}
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@@ -332,11 +367,22 @@ namespace Barotrauma
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public override void OnMapLoaded()
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{
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if (Screen.Selected == GameMain.EditMapScreen) return;
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if (!loadSub) return;
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sub = Submarine.Load(saveElement, false);
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sub.SetPosition(WorldPosition - Submarine.WorldPosition);
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sub.Submarine = Submarine;
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sub = Submarine.Load(saveElement, false);
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Vector2 worldPos = ToolBox.GetAttributeVector2(saveElement, "worldpos", Vector2.Zero);
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if (worldPos != Vector2.Zero)
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{
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sub.SetPosition(worldPos);
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}
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else
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{
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sub.SetPosition(WorldPosition - Submarine.WorldPosition);
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sub.Submarine = Submarine;
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}
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var linkedItem = linkedTo.FirstOrDefault(lt => (lt is Item) && ((Item)lt).GetComponent<DockingPort>() != null);
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@@ -191,6 +191,7 @@ namespace Barotrauma
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public string FilePath
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{
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get { return filePath; }
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set { filePath = value; }
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}
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public bool AtDamageDepth
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@@ -390,7 +390,10 @@ namespace Barotrauma
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damagePos += submarine.Position + submarine.HiddenSubPosition;
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SoundPlayer.PlayDamageSound(DamageSoundType.Pressure, 50.0f, damagePos, 10000.0f);
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GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
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if (Character.Controlled != null && Character.Controlled.Submarine == submarine)
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{
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GameMain.GameScreen.Cam.Shake = depth * PressureDamageMultiplier * 0.1f;
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}
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Explosion.RangedStructureDamage(damagePos, depth * PressureDamageMultiplier * 50.0f, depth * PressureDamageMultiplier);
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//SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, Rand.Range(0.0f, 100.0f), damagePos, 5000.0f);
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