(61d00a474) v0.9.7.1
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Barotrauma.Particles;
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using Barotrauma.Sounds;
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using Microsoft.Xna.Framework;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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partial class StatusEffect
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{
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private List<ParticleEmitter> particleEmitters;
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private static HashSet<StatusEffect> ActiveLoopingSounds = new HashSet<StatusEffect>();
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private static double LastMuffleCheckTime;
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private List<RoundSound> sounds = new List<RoundSound>();
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private SoundSelectionMode soundSelectionMode;
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private SoundChannel soundChannel;
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private Entity soundEmitter;
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private double loopStartTime;
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private bool loopSound;
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partial void InitProjSpecific(XElement element, string parentDebugName)
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{
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particleEmitters = new List<ParticleEmitter>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "particleemitter":
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particleEmitters.Add(new ParticleEmitter(subElement));
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break;
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case "sound":
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var sound = Submarine.LoadRoundSound(subElement);
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if (sound?.Sound != null)
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{
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loopSound = subElement.GetAttributeBool("loop", false);
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if (subElement.Attribute("selectionmode") != null)
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{
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if (Enum.TryParse(subElement.GetAttributeString("selectionmode", "Random"), out SoundSelectionMode selectionMode))
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{
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soundSelectionMode = selectionMode;
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}
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}
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sounds.Add(sound);
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}
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break;
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}
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}
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}
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partial void ApplyProjSpecific(float deltaTime, Entity entity, IEnumerable<ISerializableEntity> targets, Hull hull, Vector2 worldPosition)
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{
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if (entity == null) { return; }
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if (sounds.Count > 0)
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{
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if (soundChannel == null || !soundChannel.IsPlaying)
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{
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if (soundSelectionMode == SoundSelectionMode.All)
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{
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foreach (RoundSound sound in sounds)
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{
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if (sound?.Sound == null)
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{
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string errorMsg = $"Error in StatusEffect.ApplyProjSpecific1 (sound \"{sound?.Filename ?? "unknown"}\" was null)\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull1" + Environment.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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soundChannel = SoundPlayer.PlaySound(sound.Sound, worldPosition, sound.Volume, sound.Range, hull);
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if (soundChannel != null) { soundChannel.Looping = loopSound; }
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}
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}
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else
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{
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int selectedSoundIndex = 0;
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if (soundSelectionMode == SoundSelectionMode.ItemSpecific && entity is Item item)
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{
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selectedSoundIndex = item.ID % sounds.Count;
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}
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else if (soundSelectionMode == SoundSelectionMode.CharacterSpecific && entity is Character user)
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{
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selectedSoundIndex = user.ID % sounds.Count;
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}
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else
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{
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selectedSoundIndex = Rand.Int(sounds.Count);
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}
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var selectedSound = sounds[selectedSoundIndex];
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if (selectedSound?.Sound == null)
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{
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string errorMsg = $"Error in StatusEffect.ApplyProjSpecific2 (sound \"{selectedSound?.Filename ?? "unknown"}\" was null)\n" + Environment.StackTrace;
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GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull2" + Environment.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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return;
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}
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soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, worldPosition, selectedSound.Volume, selectedSound.Range, hull);
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if (soundChannel != null) { soundChannel.Looping = loopSound; }
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}
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}
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if (soundChannel != null && soundChannel.Looping)
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{
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ActiveLoopingSounds.Add(this);
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soundEmitter = entity;
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loopStartTime = Timing.TotalTime;
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}
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}
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foreach (ParticleEmitter emitter in particleEmitters)
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{
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float angle = 0.0f;
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if (emitter.Prefab.CopyEntityAngle)
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{
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if (entity is Item item && item.body != null)
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{
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angle = -item.body.Rotation;
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if (item.body.Dir < 0.0f) { angle += MathHelper.Pi; }
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}
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}
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emitter.Emit(deltaTime, worldPosition, hull, angle: angle, particleRotation: angle);
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}
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}
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static partial void UpdateAllProjSpecific(float deltaTime)
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{
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bool doMuffleCheck = Timing.TotalTime > LastMuffleCheckTime + 0.2;
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if (doMuffleCheck) { LastMuffleCheckTime = Timing.TotalTime; }
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foreach (StatusEffect statusEffect in ActiveLoopingSounds)
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{
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if (statusEffect.soundChannel == null) { continue; }
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//stop looping sounds if the statuseffect hasn't been applied in 0.1
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//= keeping the sound looping requires continuously applying the statuseffect
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if (Timing.TotalTime > statusEffect.loopStartTime + 0.1)
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{
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statusEffect.soundChannel.FadeOutAndDispose();
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statusEffect.soundChannel = null;
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}
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else
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{
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statusEffect.soundChannel.Position = new Vector3(statusEffect.soundEmitter.WorldPosition, 0.0f);
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if (doMuffleCheck)
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{
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statusEffect.soundChannel.Muffled = SoundPlayer.ShouldMuffleSound(
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Character.Controlled, statusEffect.soundEmitter.WorldPosition, statusEffect.soundChannel.Far, Character.Controlled?.CurrentHull);
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}
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}
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}
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ActiveLoopingSounds.RemoveWhere(s => s.soundChannel == null);
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}
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}
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}
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