Passive sonar: when not active, the sonar shows nearby sources of sound and a faint outline of the structures around them. Now it's much easier to monitor how much noise the sub is making and to hide from enemies.
+ Changed the visuals of the sonar a bit. The current rendering method is very inefficient though, todo: write a shader
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@@ -295,22 +295,14 @@ namespace Barotrauma.Items.Components
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FissionRate += (MathHelper.Clamp(load - target, -10.0f, 10.0f) - 1.0f) * deltaTime;
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CoolingRate += (MathHelper.Clamp(target - load, -5.0f, 5.0f) - 1.0f) * deltaTime;
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}
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//fission rate can't be lowered below a certain amount if the core is too hot
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//FissionRate = Math.Max(fissionRate, heat / 200.0f);
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//the power generated by the reactor is equal to the temperature
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currPowerConsumption = -temperature*powerPerTemp;
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//foreach (Item i in item.ContainedItems)
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//{
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// i.Condition = 5.0f;
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//}
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if (item.CurrentHull != null)
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{
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//the sound can be heard from 20 000 display units away when everything running at 100%
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item.CurrentHull.SoundRange = Math.Max((coolingRate + fissionRate) * 100, item.CurrentHull.AiTarget.SoundRange);
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//the sound can be heard from 20 000 display units away when running at full power
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item.CurrentHull.SoundRange = Math.Max(temperature * 2, item.CurrentHull.AiTarget.SoundRange);
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}
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UpdateGraph(deltaTime);
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