Some more commenting & cleanup
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@@ -80,39 +80,21 @@ namespace Barotrauma
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{
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Vector2 leftPoint = selectedEdge.point2;
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Vector2 rightPoint = selectedEdge.point1;
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//if (leftPoint.X > rightPoint.X)
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//{
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// leftPoint = selectedEdge.point2;
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// rightPoint = selectedEdge.point1;
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//}
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rotation = -MathUtils.VectorToAngle(rightPoint - leftPoint);
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}
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rotation += Rand.Range(prefab.RandomRotation.X, prefab.RandomRotation.Y, false);
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var newSprite = new BackgroundSprite(prefab, (Vector2)pos, Rand.Range(prefab.Scale.X, prefab.Scale.Y), rotation);
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int n = 0;
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var newSprite = new BackgroundSprite(prefab,
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(Vector2)pos, Rand.Range(prefab.Scale.X, prefab.Scale.Y, false), rotation);
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int x = (int)Math.Floor(((Vector2)pos).X / GridSize);
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if (x<0 || x >= sprites.GetLength(0)) continue;
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int y = (int)Math.Floor(((Vector2)pos).Y / GridSize);
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if (y<0 || 1 >= sprites.GetLength(1)) continue;
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sprites[x,y].Add(newSprite);
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//while (n < sprites.Count)
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//{
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// n++;
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// Sprite existingSprite = sprites[n - 1].Prefab.Sprite;
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// if (existingSprite == null) continue;
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// if (existingSprite.Texture == newSprite.Prefab.Sprite.Texture) break;
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//}
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//sprites.Insert(n, newSprite);
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}
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}
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@@ -120,7 +102,10 @@ namespace Barotrauma
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{
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closestEdge = null;
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Vector2 randomPos = new Vector2(Rand.Range(0.0f, level.Size.X, false), Rand.Range(0.0f, level.Size.Y, false));
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Vector2 randomPos = new Vector2(
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Rand.Range(0.0f, level.Size.X, false),
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Rand.Range(0.0f, level.Size.Y, false));
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var cells = level.GetCells(randomPos);
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if (!cells.Any()) return null;
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