Fixed compiler errors
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@@ -709,17 +709,6 @@ namespace Barotrauma
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}
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}
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}
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}
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bool muteBackgroundMusic = false;
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for (int i = 0; i < SoundManager.SourceCount; i++)
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{
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SoundChannel playingSoundChannel = GameMain.SoundManager.GetSoundChannelFromIndex(SoundManager.SourcePoolIndex.Default, i);
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if (playingSoundChannel is { MuteBackgroundMusic: true, IsPlaying: true })
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{
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muteBackgroundMusic = true;
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break;
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}
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}
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int activeTrackCount = targetMusic.Count(m => m != null);
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int activeTrackCount = targetMusic.Count(m => m != null);
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for (int i = 0; i < MaxMusicChannels; i++)
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for (int i = 0; i < MaxMusicChannels; i++)
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{
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{
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@@ -148,7 +148,8 @@ defaultLib["AIObjectiveCleanupItem"] = CreateStatic("Barotrauma.AIObjectiveClean
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defaultLib["AIObjectiveCleanupItems"] = CreateStatic("Barotrauma.AIObjectiveCleanupItems", true)
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defaultLib["AIObjectiveCleanupItems"] = CreateStatic("Barotrauma.AIObjectiveCleanupItems", true)
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defaultLib["AIObjectiveCombat"] = CreateStatic("Barotrauma.AIObjectiveCombat", true)
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defaultLib["AIObjectiveCombat"] = CreateStatic("Barotrauma.AIObjectiveCombat", true)
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defaultLib["AIObjectiveContainItem"] = CreateStatic("Barotrauma.AIObjectiveContainItem", true)
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defaultLib["AIObjectiveContainItem"] = CreateStatic("Barotrauma.AIObjectiveContainItem", true)
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defaultLib["AIObjectiveDecontainItem"] = CreateStatic("Barotrauma.AIObjectiveDecontainItem", true)
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defaultLib["AIObjectiveDeconstructItem"] = CreateStatic("Barotrauma.AIObjectiveDeconstructItem", true)
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defaultLib["AIObjectiveDeconstructItems"] = CreateStatic("Barotrauma.AIObjectiveDeconstructItems", true)
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defaultLib["AIObjectiveEscapeHandcuffs"] = CreateStatic("Barotrauma.AIObjectiveEscapeHandcuffs", true)
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defaultLib["AIObjectiveEscapeHandcuffs"] = CreateStatic("Barotrauma.AIObjectiveEscapeHandcuffs", true)
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defaultLib["AIObjectiveExtinguishFire"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFire", true)
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defaultLib["AIObjectiveExtinguishFire"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFire", true)
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defaultLib["AIObjectiveExtinguishFires"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFires", true)
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defaultLib["AIObjectiveExtinguishFires"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFires", true)
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@@ -282,7 +282,8 @@ RegisterBarotrauma("AIObjectiveCleanupItem")
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RegisterBarotrauma("AIObjectiveCleanupItems")
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RegisterBarotrauma("AIObjectiveCleanupItems")
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RegisterBarotrauma("AIObjectiveCombat")
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RegisterBarotrauma("AIObjectiveCombat")
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RegisterBarotrauma("AIObjectiveContainItem")
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RegisterBarotrauma("AIObjectiveContainItem")
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RegisterBarotrauma("AIObjectiveDecontainItem")
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RegisterBarotrauma("AIObjectiveDeconstructItem")
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RegisterBarotrauma("AIObjectiveDeconstructItems")
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RegisterBarotrauma("AIObjectiveEscapeHandcuffs")
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RegisterBarotrauma("AIObjectiveEscapeHandcuffs")
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RegisterBarotrauma("AIObjectiveExtinguishFire")
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RegisterBarotrauma("AIObjectiveExtinguishFire")
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RegisterBarotrauma("AIObjectiveExtinguishFires")
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RegisterBarotrauma("AIObjectiveExtinguishFires")
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@@ -22,10 +22,6 @@ namespace Barotrauma
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private Submarine enemySub;
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private Submarine enemySub;
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private readonly Dictionary<HumanPrefab, List<StatusEffect>> characterStatusEffects = new Dictionary<HumanPrefab, List<StatusEffect>>();
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private readonly Dictionary<HumanPrefab, List<StatusEffect>> characterStatusEffects = new Dictionary<HumanPrefab, List<StatusEffect>>();
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// Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it.
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// Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it.
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private readonly float pirateSightingUpdateFrequency = 30;
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private readonly float pirateSightingUpdateFrequency = 30;
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private float pirateSightingUpdateTimer;
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private float pirateSightingUpdateTimer;
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