Settings menu with sound and music volume sliders, re-enabled deselecting connectionpanels with E in editmapscreen
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@@ -234,7 +234,7 @@ namespace Barotrauma
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int index = (int)Math.Floor(flowForce.Length() / 100.0f);
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index = Math.Min(index,2);
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soundIndex = AmbientSoundManager.flowSounds[index].Loop(soundIndex, soundVolume, Position, 2000.0f);
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soundIndex = SoundPlayer.flowSounds[index].Loop(soundIndex, soundVolume, Position, 2000.0f);
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flowForce = Vector2.Zero;
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.05f);
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@@ -345,7 +345,7 @@ namespace Barotrauma
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if (impact < 10.0f) return true;
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AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
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new Vector2(
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sections[section].rect.X + sections[section].rect.Width / 2,
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sections[section].rect.Y - sections[section].rect.Height / 2));
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@@ -436,7 +436,7 @@ namespace Barotrauma
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if (playSound && !SectionHasHole(i))
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{
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DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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AmbientSoundManager.PlayDamageSound(damageSoundType, damageAmount, position);
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, position);
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}
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AddDamage(i, damageAmount);
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@@ -361,7 +361,7 @@ namespace Barotrauma
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public void ApplyForce(Vector2 force)
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{
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subBody.ApplyForce(force);
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if (subBody != null) subBody.ApplyForce(force);
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}
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public void SetPosition(Vector2 position)
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@@ -258,7 +258,7 @@ namespace Barotrauma
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if (lastContactPoint == null || lastContactCell==null || impact < 3.0f) return;
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AmbientSoundManager.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint));
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact * 10.0f, ConvertUnits.ToDisplayUnits((Vector2)lastContactPoint));
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GameMain.GameScreen.Cam.Shake = impact * 2.0f;
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Vector2 limbForce = -normal * impact*0.5f;
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