Button&door sounds, sound looping bugfixes, positional sound bugfixes + low pass filter on distant sounds, submarine collision improvements, controller trigger bugfix, humans walk/run more slowly in water
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@@ -118,7 +118,7 @@ namespace Subsurface.Items.Components
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if (picker.Inventory == null) return;
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item.body.Enabled = true;
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isActive = false;
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IsActive = false;
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//item.Unequip();
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@@ -140,7 +140,7 @@ namespace Subsurface.Items.Components
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if (picker.TrySelectItem(item))
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{
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item.body.Enabled = true;
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isActive = true;
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IsActive = true;
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}
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}
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@@ -151,7 +151,7 @@ namespace Subsurface.Items.Components
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picker.DeselectItem(item);
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item.body.Enabled = false;
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isActive = false;
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IsActive = false;
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}
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public override bool Pick(Character picker)
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@@ -213,7 +213,7 @@ namespace Subsurface.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) isActive = false;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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ApplyStatusEffects(ActionType.OnActive, deltaTime, picker);
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@@ -73,7 +73,7 @@ namespace Subsurface.Items.Components
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hitting = true;
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isActive = true;
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IsActive = true;
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return true;
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}
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@@ -93,7 +93,7 @@ namespace Subsurface.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) isActive = false;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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if (!picker.GetInputState(InputType.SecondaryHeld) && !hitting) hitPos = 0.0f;
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@@ -46,7 +46,7 @@ namespace Subsurface.Items.Components
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if (reload < 0.0f)
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{
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reload = 0.0f;
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isActive = false;
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IsActive = false;
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}
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}
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@@ -54,7 +54,7 @@ namespace Subsurface.Items.Components
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{
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if (character == null) return false;
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if (!character.GetInputState(InputType.SecondaryHeld) || reload > 0.0f) return false;
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isActive = true;
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IsActive = true;
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reload = 1.0f;
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List<Body> limbBodies = new List<Body>();
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@@ -106,7 +106,7 @@ namespace Subsurface.Items.Components
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//if (DoesUseFail(character)) return false;
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isActive = true;
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IsActive = true;
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Vector2 targetPosition = item.body.SimPosition;
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//targetPosition = targetPosition.X, -targetPosition.Y);
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@@ -200,7 +200,7 @@ namespace Subsurface.Items.Components
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public override void Draw(SpriteBatch spriteBatch, bool editing)
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{
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if (!isActive) return;
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if (!IsActive) return;
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//Vector2 particleSpeed = new Vector2(
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// (float)Math.Cos(item.body.Rotation),
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@@ -219,7 +219,7 @@ namespace Subsurface.Items.Components
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//GUI.DrawLine(spriteBatch, startPos, endPos, Color.Orange, 0.0f);
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isActive = false;
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IsActive = false;
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}
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@@ -48,7 +48,7 @@ namespace Subsurface.Items.Components
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throwing = true;
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isActive = true;
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IsActive = true;
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return true;
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}
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@@ -73,7 +73,7 @@ namespace Subsurface.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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if (!item.body.Enabled) return;
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if (!picker.HasSelectedItem(item)) isActive = false;
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if (!picker.HasSelectedItem(item)) IsActive = false;
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if (!picker.GetInputState(InputType.SecondaryHeld) && !throwing) throwPos = 0.0f;
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