(7684c5e4e) Moved structure TextureScale and TextureOffset from the client project to shared. Excluding them from the server project caused them to reset when the server saves the sub in the multiplayer campaign.
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@@ -30,43 +30,14 @@ namespace Barotrauma
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return HasBody ? ShowWalls : ShowStructures;;
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}
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}
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// Only for testing in the debug build. Not saved.
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protected Vector2 textureScale = Vector2.One;
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[Editable(DecimalCount = 3, MinValueFloat = 0.01f, MaxValueFloat = 10f, ValueStep = 0.1f), Serialize("1.0, 1.0", false)]
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public Vector2 TextureScale
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{
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get { return textureScale; }
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set
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{
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textureScale = new Vector2(
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MathHelper.Clamp(value.X, 0.01f, 10),
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MathHelper.Clamp(value.Y, 0.01f, 10));
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}
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}
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private string specialTag;
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[Editable, Serialize("", true)]
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public string SpecialTag
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{
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get { return specialTag; }
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set { specialTag = value; }
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}
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// Only for testing in the debug build. Not saved.
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#if DEBUG
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[Editable, Serialize(true, false)]
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#endif
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public bool DrawTiled { get; protected set; } = true;
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protected Vector2 textureOffset = Vector2.Zero;
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[Editable(MinValueFloat = -1000f, MaxValueFloat = 1000f, ValueStep = 10f), Serialize("0.0, 0.0", true)]
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public Vector2 TextureOffset
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{
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get { return textureOffset; }
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set { textureOffset = value; }
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}
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}
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partial void InitProjSpecific()
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{
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@@ -183,6 +183,29 @@ namespace Barotrauma
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}
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}
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protected Vector2 textureScale = Vector2.One;
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[Editable(DecimalCount = 3, MinValueFloat = 0.01f, MaxValueFloat = 10f, ValueStep = 0.1f), Serialize("1.0, 1.0", false)]
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public Vector2 TextureScale
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{
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get { return textureScale; }
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set
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{
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textureScale = new Vector2(
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MathHelper.Clamp(value.X, 0.01f, 10),
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MathHelper.Clamp(value.Y, 0.01f, 10));
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}
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}
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protected Vector2 textureOffset = Vector2.Zero;
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[Editable(MinValueFloat = -1000f, MaxValueFloat = 1000f, ValueStep = 10f), Serialize("0.0, 0.0", true)]
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public Vector2 TextureOffset
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{
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get { return textureOffset; }
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set { textureOffset = value; }
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}
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private Rectangle defaultRect;
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public override Rectangle Rect
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@@ -296,9 +319,8 @@ namespace Barotrauma
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defaultRect = rectangle;
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rect = rectangle;
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#if CLIENT
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TextureScale = sp.TextureScale;
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#endif
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spriteColor = prefab.SpriteColor;
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if (sp.IsHorizontal.HasValue)
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{
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