low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable

This commit is contained in:
Regalis
2015-06-01 22:20:17 +03:00
parent 95c0d41023
commit 1f42e4a4db
32 changed files with 331 additions and 175 deletions
+6
View File
@@ -91,6 +91,8 @@ namespace Subsurface.Items.Components
public float ExtraCooling { get; set; }
public float AvailableFuel { get; set; }
public Reactor(Item item, XElement element)
: base(item, element)
{
@@ -109,6 +111,8 @@ namespace Subsurface.Items.Components
{
ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
fissionRate = Math.Min(fissionRate, AvailableFuel);
float heat = 100 * fissionRate;
float heatDissipation = 50 * coolingRate + ExtraCooling;
@@ -157,6 +161,7 @@ namespace Subsurface.Items.Components
//fission rate can't be lowered below a certain amount if the core is too hot
FissionRate = Math.Max(fissionRate, heat / 200.0f);
//the power generated by the reactor is equal to the temperature
currPowerConsumption = -temperature*powerPerTemp;
@@ -169,6 +174,7 @@ namespace Subsurface.Items.Components
UpdateGraph(deltaTime);
ExtraCooling = 0.0f;
AvailableFuel = 0.0f;
}
public override void UpdateBroken(float deltaTime, Camera cam)