Build 1.1.4.0
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@@ -276,6 +276,8 @@ namespace Barotrauma.Networking
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if (GameMain.Client?.Character != null)
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{
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var messageType = !ForceLocal && ChatMessage.CanUseRadio(GameMain.Client.Character, out _) ? ChatMessageType.Radio : ChatMessageType.Default;
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if (GameMain.Client.Character.IsDead) { messageType = ChatMessageType.Dead; }
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GameMain.Client.Character.ShowSpeechBubble(1.25f, ChatMessage.MessageColor[(int)messageType]);
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}
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//encode audio and enqueue it
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@@ -116,7 +116,9 @@ namespace Barotrauma.Networking
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bool spectating = Character.Controlled == null;
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float rangeMultiplier = spectating ? 2.0f : 1.0f;
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WifiComponent radio = null;
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var messageType = !client.VoipQueue.ForceLocal && ChatMessage.CanUseRadio(client.Character, out radio) ? ChatMessageType.Radio : ChatMessageType.Default;
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var messageType =
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!client.VoipQueue.ForceLocal && ChatMessage.CanUseRadio(client.Character, out radio) && ChatMessage.CanUseRadio(Character.Controlled) ?
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ChatMessageType.Radio : ChatMessageType.Default;
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client.Character.ShowSpeechBubble(1.25f, ChatMessage.MessageColor[(int)messageType]);
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client.VoipSound.UseRadioFilter = messageType == ChatMessageType.Radio && !GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters;
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@@ -144,7 +146,7 @@ namespace Barotrauma.Networking
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if ((client.VoipSound.CurrentAmplitude * client.VoipSound.Gain * GameMain.SoundManager.GetCategoryGainMultiplier("voip")) > 0.1f) //TODO: might need to tweak
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{
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if (client.Character != null && !client.Character.Removed)
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if (client.Character != null && !client.Character.Removed && !client.Character.IsDead)
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{
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Vector3 clientPos = new Vector3(client.Character.WorldPosition.X, client.Character.WorldPosition.Y, 0.0f);
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Vector3 listenerPos = GameMain.SoundManager.ListenerPosition;
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