Fixed compiler errors

This commit is contained in:
EvilFactory
2025-04-10 10:55:39 -03:00
parent 103871a4e9
commit 546450712d
4 changed files with 4 additions and 17 deletions
@@ -709,17 +709,6 @@ namespace Barotrauma
} }
} }
bool muteBackgroundMusic = false;
for (int i = 0; i < SoundManager.SourceCount; i++)
{
SoundChannel playingSoundChannel = GameMain.SoundManager.GetSoundChannelFromIndex(SoundManager.SourcePoolIndex.Default, i);
if (playingSoundChannel is { MuteBackgroundMusic: true, IsPlaying: true })
{
muteBackgroundMusic = true;
break;
}
}
int activeTrackCount = targetMusic.Count(m => m != null); int activeTrackCount = targetMusic.Count(m => m != null);
for (int i = 0; i < MaxMusicChannels; i++) for (int i = 0; i < MaxMusicChannels; i++)
{ {
@@ -148,7 +148,8 @@ defaultLib["AIObjectiveCleanupItem"] = CreateStatic("Barotrauma.AIObjectiveClean
defaultLib["AIObjectiveCleanupItems"] = CreateStatic("Barotrauma.AIObjectiveCleanupItems", true) defaultLib["AIObjectiveCleanupItems"] = CreateStatic("Barotrauma.AIObjectiveCleanupItems", true)
defaultLib["AIObjectiveCombat"] = CreateStatic("Barotrauma.AIObjectiveCombat", true) defaultLib["AIObjectiveCombat"] = CreateStatic("Barotrauma.AIObjectiveCombat", true)
defaultLib["AIObjectiveContainItem"] = CreateStatic("Barotrauma.AIObjectiveContainItem", true) defaultLib["AIObjectiveContainItem"] = CreateStatic("Barotrauma.AIObjectiveContainItem", true)
defaultLib["AIObjectiveDecontainItem"] = CreateStatic("Barotrauma.AIObjectiveDecontainItem", true) defaultLib["AIObjectiveDeconstructItem"] = CreateStatic("Barotrauma.AIObjectiveDeconstructItem", true)
defaultLib["AIObjectiveDeconstructItems"] = CreateStatic("Barotrauma.AIObjectiveDeconstructItems", true)
defaultLib["AIObjectiveEscapeHandcuffs"] = CreateStatic("Barotrauma.AIObjectiveEscapeHandcuffs", true) defaultLib["AIObjectiveEscapeHandcuffs"] = CreateStatic("Barotrauma.AIObjectiveEscapeHandcuffs", true)
defaultLib["AIObjectiveExtinguishFire"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFire", true) defaultLib["AIObjectiveExtinguishFire"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFire", true)
defaultLib["AIObjectiveExtinguishFires"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFires", true) defaultLib["AIObjectiveExtinguishFires"] = CreateStatic("Barotrauma.AIObjectiveExtinguishFires", true)
@@ -282,7 +282,8 @@ RegisterBarotrauma("AIObjectiveCleanupItem")
RegisterBarotrauma("AIObjectiveCleanupItems") RegisterBarotrauma("AIObjectiveCleanupItems")
RegisterBarotrauma("AIObjectiveCombat") RegisterBarotrauma("AIObjectiveCombat")
RegisterBarotrauma("AIObjectiveContainItem") RegisterBarotrauma("AIObjectiveContainItem")
RegisterBarotrauma("AIObjectiveDecontainItem") RegisterBarotrauma("AIObjectiveDeconstructItem")
RegisterBarotrauma("AIObjectiveDeconstructItems")
RegisterBarotrauma("AIObjectiveEscapeHandcuffs") RegisterBarotrauma("AIObjectiveEscapeHandcuffs")
RegisterBarotrauma("AIObjectiveExtinguishFire") RegisterBarotrauma("AIObjectiveExtinguishFire")
RegisterBarotrauma("AIObjectiveExtinguishFires") RegisterBarotrauma("AIObjectiveExtinguishFires")
@@ -22,10 +22,6 @@ namespace Barotrauma
private Submarine enemySub; private Submarine enemySub;
private readonly Dictionary<HumanPrefab, List<StatusEffect>> characterStatusEffects = new Dictionary<HumanPrefab, List<StatusEffect>>();
private readonly Dictionary<HumanPrefab, List<StatusEffect>> characterStatusEffects = new Dictionary<HumanPrefab, List<StatusEffect>>();
// Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it. // Update the last sighting periodically so that the players can find the pirate sub even if they have lost the track of it.
private readonly float pirateSightingUpdateFrequency = 30; private readonly float pirateSightingUpdateFrequency = 30;
private float pirateSightingUpdateTimer; private float pirateSightingUpdateTimer;