(c748c569a) Made looping StatusEffect sounds usable (previously they never stopped or updated their position), moved client-specific StatusEffect code to the client project
This commit is contained in:
@@ -213,6 +213,7 @@
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<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\DeformAnimations\SpriteDeformation.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\Sprite.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Sprite\SpriteSheet.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\StatusEffect.cs" />
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<Compile Include="$(MSBuildThisFileDirectory)Source\Utils\LocalizationCSVtoXML.cs">
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<CopyToOutputDirectory>Never</CopyToOutputDirectory>
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</Compile>
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144
Barotrauma/BarotraumaClient/Source/StatusEffects/StatusEffect.cs
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144
Barotrauma/BarotraumaClient/Source/StatusEffects/StatusEffect.cs
Normal file
@@ -0,0 +1,144 @@
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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 != 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, List<ISerializableEntity> targets, Hull hull)
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{
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if (entity != null && 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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soundChannel = SoundPlayer.PlaySound(sound.Sound, sound.Volume, sound.Range, entity.WorldPosition, 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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soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, selectedSound.Volume, selectedSound.Range, entity.WorldPosition, 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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if (entity != null)
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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 it)
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{
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angle = it.body == null ? 0.0f : it.body.Rotation;
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}
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}
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emitter.Emit(deltaTime, entity.WorldPosition, hull, angle);
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}
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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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@@ -1,13 +1,9 @@
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using Microsoft.Xna.Framework;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Items.Components;
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#if CLIENT
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using Barotrauma.Particles;
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using Barotrauma.Sounds;
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#endif
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namespace Barotrauma
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{
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@@ -90,20 +86,12 @@ namespace Barotrauma
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}
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}
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private TargetType targetTypes;
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protected HashSet<string> targetIdentifiers;
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private List<RelatedItem> requiredItems;
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#if CLIENT
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private List<ParticleEmitter> particleEmitters;
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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 bool loopSound;
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#endif
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public string[] propertyNames;
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private object[] propertyEffects;
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@@ -193,10 +181,6 @@ namespace Barotrauma
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Range = element.GetAttributeFloat("range", 0.0f);
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#if CLIENT
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particleEmitters = new List<ParticleEmitter>();
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#endif
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IEnumerable<XAttribute> attributes = element.Attributes();
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List<XAttribute> propertyAttributes = new List<XAttribute>();
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propertyConditionals = new List<PropertyConditional>();
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@@ -373,28 +357,16 @@ namespace Barotrauma
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var newSpawnItem = new ItemSpawnInfo(subElement, parentDebugName);
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if (newSpawnItem.ItemPrefab != null) spawnItems.Add(newSpawnItem);
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break;
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#if CLIENT
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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 != 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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#endif
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}
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}
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InitProjSpecific(element, parentDebugName);
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}
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partial void InitProjSpecific(XElement element, string parentDebugName);
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public bool HasTargetType(TargetType targetType)
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{
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return (targetTypes & targetType) != 0;
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}
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public bool HasTargetType(TargetType targetType)
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@@ -601,46 +573,10 @@ namespace Barotrauma
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{
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hull = ((Item)entity).CurrentHull;
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}
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#if CLIENT
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if (entity != null && 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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soundChannel = SoundPlayer.PlaySound(sound.Sound, sound.Volume, sound.Range, entity.WorldPosition, 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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soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, selectedSound.Volume, selectedSound.Range, entity.WorldPosition, hull);
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if (soundChannel != null) soundChannel.Looping = loopSound;
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}
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}
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}
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#endif
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foreach (ISerializableEntity serializableEntity in targets)
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{
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Item item = serializableEntity as Item;
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if (item == null) continue;
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if (!(serializableEntity is Item item)) continue;
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Character targetCharacter = targets.FirstOrDefault(t => t is Character character && !character.Removed) as Character;
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if (targetCharacter == null)
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@@ -740,11 +676,7 @@ namespace Barotrauma
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fire.Size = new Vector2(FireSize, fire.Size.Y);
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}
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bool isNotClient = true;
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#if CLIENT
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isNotClient = GameMain.Client == null;
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#endif
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bool isNotClient = GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient;
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if (isNotClient && entity != null && Entity.Spawner != null) //clients are not allowed to spawn items
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{
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foreach (ItemSpawnInfo itemSpawnInfo in spawnItems)
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@@ -801,26 +733,11 @@ namespace Barotrauma
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}
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}
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#if CLIENT
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if (entity != null)
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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 it)
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{
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angle = it.body == null ? 0.0f : it.body.Rotation;
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}
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}
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emitter.Emit(deltaTime, entity.WorldPosition, hull, angle);
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}
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}
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#endif
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ApplyProjSpecific(deltaTime, entity, targets, hull);
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}
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partial void ApplyProjSpecific(float deltaTime, Entity entity, List<ISerializableEntity> targets, Hull currentHull);
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private void ApplyToProperty(ISerializableEntity target, SerializableProperty property, object value, float deltaTime)
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{
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if (disableDeltaTime || setValue) deltaTime = 1.0f;
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@@ -857,6 +774,8 @@ namespace Barotrauma
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public static void UpdateAll(float deltaTime)
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{
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UpdateAllProjSpecific(deltaTime);
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DelayedEffect.Update(deltaTime);
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for (int i = DurationList.Count - 1; i >= 0; i--)
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{
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@@ -925,11 +844,16 @@ namespace Barotrauma
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}
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}
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static partial void UpdateAllProjSpecific(float deltaTime);
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public static void StopAll()
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{
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CoroutineManager.StopCoroutines("statuseffect");
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DelayedEffect.DelayList.Clear();
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DurationList.Clear();
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#if CLIENT
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//ActiveLoopingSounds.Clear();
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#endif
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}
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public void AddTag(string tag)
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