Merge branch 'master' into new-netcode
Conflicts: Subsurface/Source/Characters/Animation/Ragdoll.cs
This commit is contained in:
@@ -856,12 +856,19 @@ namespace Barotrauma
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headInWater = false;
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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float floorY = GetFloorY();
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inWater = currentHull.Volume > currentHull.FullVolume * 0.95f ||
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(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface);
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inWater = false;
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if (inWater = currentHull.Volume > currentHull.FullVolume * 0.95f)
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{
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inWater = true;
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}
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else
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{
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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if (Collider.SimPosition.Y < waterSurface && waterSurface - GetFloorY() > HeadPosition * 0.95f)
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{
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inWater = true;
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}
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}
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}
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if (flowForce.LengthSquared() > 0.001f)
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@@ -1069,15 +1076,7 @@ namespace Barotrauma
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float tfloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * closestFraction;
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float targetY = tfloorY + Collider.height * 0.5f + Collider.radius + colliderHeightFromFloor;
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float waterSurface = ConvertUnits.ToSimUnits(currentHull.Surface);
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float floorY = GetFloorY();
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if (currentHull.Volume > currentHull.FullVolume * 0.95f ||
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(waterSurface - floorY > HeadPosition * 0.95f && Collider.SimPosition.Y < waterSurface))
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inWater = true;
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if (Math.Abs(Collider.SimPosition.Y - targetY) > 0.01f && Collider.SimPosition.Y<targetY && !forceImmediate)
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{
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Vector2 newSpeed = Collider.LinearVelocity;
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@@ -43,6 +43,8 @@ namespace Barotrauma
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get { return text; }
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set
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{
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if (Text == value) return;
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text = value;
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wrappedText = value;
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SetTextPos();
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@@ -68,8 +70,12 @@ namespace Barotrauma
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child.Rect = new Rectangle(child.Rect.X + value.X - rect.X, child.Rect.Y + value.Y - rect.Y, child.Rect.Width, child.Rect.Height);
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}
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if (value.Width != rect.Width || value.Height != rect.Height)
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{
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SetTextPos();
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}
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rect = value;
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SetTextPos();
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}
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}
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@@ -3,6 +3,7 @@ using Barotrauma.Lights;
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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using FarseerPhysics;
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namespace Barotrauma
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{
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@@ -14,7 +15,7 @@ namespace Barotrauma
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public float CameraShake;
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private bool sparks, shockwave, flames;
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private bool sparks, shockwave, flames, smoke;
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public Explosion(XElement element)
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{
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@@ -24,7 +25,8 @@ namespace Barotrauma
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sparks = ToolBox.GetAttributeBool(element, "sparks", true);
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shockwave = ToolBox.GetAttributeBool(element, "shockwave", true);
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flames = ToolBox.GetAttributeBool(element, "flames", true);
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flames = ToolBox.GetAttributeBool(element, "flames", true);
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smoke = ToolBox.GetAttributeBool(element, "smoke", true);
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CameraShake = ToolBox.GetAttributeFloat(element, "camerashake", attack.Range*0.1f);
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}
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@@ -52,8 +54,13 @@ namespace Barotrauma
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}
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if (flames)
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{
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GameMain.ParticleManager.CreateParticle("explosionfire", worldPosition + Rand.Vector(50f),
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Rand.Vector(Rand.Range(50f, 100.0f)), 0.0f, hull);
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GameMain.ParticleManager.CreateParticle("explosionfire", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(50.0f, 100.0f)), 0.0f, hull);
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}
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if (smoke)
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{
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GameMain.ParticleManager.CreateParticle("smoke", ClampParticlePos(worldPosition + Rand.Vector(50f), hull),
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Rand.Vector(Rand.Range(1.0f, 10.0f)), 0.0f, hull);
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}
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}
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@@ -89,9 +96,19 @@ namespace Barotrauma
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}
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private Vector2 ClampParticlePos(Vector2 particlePos, Hull hull)
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{
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if (hull == null) return particlePos;
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return new Vector2(
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MathHelper.Clamp(particlePos.X, hull.WorldRect.X, hull.WorldRect.Right),
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MathHelper.Clamp(particlePos.Y, hull.WorldRect.Y - hull.WorldRect.Height, hull.WorldRect.Y));
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}
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private IEnumerable<object> DimLight(LightSource light)
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{
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float currBrightness= 1.0f;
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float currBrightness = 1.0f;
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float startRange = light.Range;
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while (light.Color.A > 0.0f)
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@@ -99,13 +116,13 @@ namespace Barotrauma
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light.Color = new Color(light.Color.R, light.Color.G, light.Color.B, currBrightness);
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light.Range = startRange * currBrightness;
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currBrightness -= CoroutineManager.DeltaTime*10.0f;
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currBrightness -= CoroutineManager.DeltaTime * 20.0f;
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yield return CoroutineStatus.Running;
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}
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light.Remove();
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yield return CoroutineStatus.Success;
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}
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@@ -115,6 +132,11 @@ namespace Barotrauma
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foreach (Character c in Character.CharacterList)
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{
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Vector2 explosionPos = worldPosition;
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if (c.Submarine != null) explosionPos -= c.Submarine.Position;
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explosionPos = ConvertUnits.ToSimUnits(explosionPos);
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foreach (Limb limb in c.AnimController.Limbs)
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{
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float dist = Vector2.Distance(limb.WorldPosition, worldPosition);
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@@ -128,6 +150,9 @@ namespace Barotrauma
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float distFactor = 1.0f - dist / range;
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//solid obstacles between the explosion and the limb reduce the effect of the explosion by 90%
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if (Submarine.CheckVisibility(limb.SimPosition, explosionPos) != null) distFactor *= 0.1f;
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c.AddDamage(limb.WorldPosition, DamageType.None,
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damage / c.AnimController.Limbs.Length * distFactor, 0.0f, stun * distFactor, false);
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@@ -68,10 +68,10 @@ namespace Barotrauma
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if (!isNetworkMessage && GameMain.Client != null) return;
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if (fireSoundBasic==null)
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if (fireSoundBasic == null)
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{
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fireSoundBasic = Sound.Load("Content/Sounds/fire.ogg");
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fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg");
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fireSoundBasic = Sound.Load("Content/Sounds/fire.ogg", false);
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fireSoundLarge = Sound.Load("Content/Sounds/firelarge.ogg", false);
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}
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hull.AddFireSource(this);
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@@ -80,13 +80,8 @@ namespace Barotrauma
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this.position = worldPosition - new Vector2(-5.0f, 5.0f) - Submarine.Position;
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lightSource = new LightSource(this.position, 50.0f, new Color(1.0f, 0.9f, 0.7f), hull == null ? null : hull.Submarine);
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//this.position.Y = hull.Rect.Y - hull.Rect.Height;
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size = new Vector2(10.0f, 10.0f);
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}
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@@ -358,12 +353,12 @@ namespace Barotrauma
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{
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lightSource.Remove();
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if (basicSoundIndex > -1)
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if (basicSoundIndex > 0)
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{
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Sounds.SoundManager.Stop(basicSoundIndex);
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basicSoundIndex = -1;
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}
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if (largeSoundIndex > -1)
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if (largeSoundIndex > 0)
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{
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Sounds.SoundManager.Stop(largeSoundIndex);
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largeSoundIndex = -1;
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@@ -352,7 +352,19 @@ namespace Barotrauma.Lights
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points.AddRange(boundaryCorners);
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var compareCCW = new CompareSegmentPointCW(drawPos);
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points.Sort(compareCCW);
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try
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{
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points.Sort(compareCCW);
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}
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catch (Exception e)
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{
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StringBuilder sb = new StringBuilder("Constructing light volumes failed! Light pos: "+drawPos+", Hull verts:\n");
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foreach (SegmentPoint sp in points)
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{
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sb.AppendLine(sp.Pos.ToString());
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}
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DebugConsole.ThrowError(sb.ToString(), e);
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}
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List<Vector2> output = new List<Vector2>();
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@@ -242,7 +242,11 @@ namespace Barotrauma
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SoundManager.ClearAlSource(AlBufferId);
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ALHelper.Check();
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if (oggSound != null) oggSound.Dispose();
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if (oggSound != null)
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{
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oggSound.Dispose();
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oggSound = null;
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}
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}
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@@ -75,8 +75,8 @@ namespace Barotrauma.Sounds
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public static int Play(Sound sound, Vector2 position, float volume = 1.0f, float lowPassGain = 0.0f, bool loop=false)
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{
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if (Disabled) return -1;
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if (Disabled || sound.AlBufferId == -1) return -1;
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for (int i = 1; i < DefaultSourceCount; i++)
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{
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//find a source that's free to use (not playing or paused)
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@@ -512,6 +512,7 @@ namespace Barotrauma
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public static int Compare(Vector2 a, Vector2 b, Vector2 center)
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{
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if (a == b) return 0;
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if (a.X - center.X >= 0 && b.X - center.X < 0) return -1;
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if (a.X - center.X < 0 && b.X - center.X >= 0) return 1;
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if (a.X - center.X == 0 && b.X - center.X == 0)
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Reference in New Issue
Block a user