low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable
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@@ -91,6 +91,8 @@ namespace Subsurface.Items.Components
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public float ExtraCooling { get; set; }
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public float AvailableFuel { get; set; }
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public Reactor(Item item, XElement element)
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: base(item, element)
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{
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@@ -109,6 +111,8 @@ namespace Subsurface.Items.Components
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{
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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fissionRate = Math.Min(fissionRate, AvailableFuel);
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float heat = 100 * fissionRate;
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float heatDissipation = 50 * coolingRate + ExtraCooling;
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@@ -157,6 +161,7 @@ namespace Subsurface.Items.Components
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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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@@ -169,6 +174,7 @@ namespace Subsurface.Items.Components
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UpdateGraph(deltaTime);
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ExtraCooling = 0.0f;
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AvailableFuel = 0.0f;
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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