v0.12.0.2

This commit is contained in:
Joonas Rikkonen
2021-02-10 17:08:21 +02:00
parent 5c80a59bdd
commit 694cdfee7b
353 changed files with 12897 additions and 5028 deletions
@@ -75,7 +75,7 @@ namespace Barotrauma
particleRotation = -item.body.Rotation;
if (item.body.Dir < 0.0f) { particleRotation += MathHelper.Pi; }
}
else if (entity is Character c && targetLimbs?.FirstOrDefault(l => l != LimbType.None) is LimbType l)
else if (entity is Character c && !c.Removed && targetLimbs?.FirstOrDefault(l => l != LimbType.None) is LimbType l)
{
targetLimb = c.AnimController.GetLimb(l);
}
@@ -95,6 +95,8 @@ namespace Barotrauma
}
}
private bool ignoreMuffling;
private void PlaySound(Entity entity, Hull hull, Vector2 worldPosition)
{
if (sounds.Count == 0) return;
@@ -111,7 +113,8 @@ namespace Barotrauma
GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull1" + Environment.StackTrace.CleanupStackTrace(), GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
soundChannel = SoundPlayer.PlaySound(sound.Sound, worldPosition, sound.Volume, sound.Range, hullGuess: hull);
soundChannel = SoundPlayer.PlaySound(sound.Sound, worldPosition, sound.Volume, sound.Range, hullGuess: hull, ignoreMuffling: sound.IgnoreMuffling);
ignoreMuffling = sound.IgnoreMuffling;
if (soundChannel != null) { soundChannel.Looping = loopSound; }
}
}
@@ -141,7 +144,8 @@ namespace Barotrauma
{
Submarine.ReloadRoundSound(selectedSound);
}
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, worldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: hull);
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, worldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: hull, ignoreMuffling: selectedSound.IgnoreMuffling);
ignoreMuffling = selectedSound.IgnoreMuffling;
if (soundChannel != null) { soundChannel.Looping = loopSound; }
}
}
@@ -176,7 +180,7 @@ namespace Barotrauma
else
{
statusEffect.soundChannel.Position = new Vector3(statusEffect.soundEmitter.WorldPosition, 0.0f);
if (doMuffleCheck)
if (doMuffleCheck && !statusEffect.ignoreMuffling)
{
statusEffect.soundChannel.Muffled = SoundPlayer.ShouldMuffleSound(
Character.Controlled, statusEffect.soundEmitter.WorldPosition, statusEffect.soundChannel.Far, Character.Controlled?.CurrentHull);