Unstable 1.8.4.0
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@@ -116,12 +116,12 @@ 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 senderRadio = null;
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var messageType =
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!client.VoipQueue.ForceLocal &&
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ChatMessage.CanUseRadio(client.Character, out senderRadio) &&
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ChatMessage.CanUseRadio(Character.Controlled, out var recipientRadio) &&
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senderRadio.CanReceive(recipientRadio) ?
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ChatMessageType.Radio : ChatMessageType.Default;
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(spectating || (ChatMessage.CanUseRadio(Character.Controlled, out var recipientRadio) && senderRadio.CanReceive(recipientRadio)))
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? ChatMessageType.Radio : ChatMessageType.Default;
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client.Character.ShowTextlessSpeechBubble(1.25f, ChatMessage.MessageColor[(int)messageType]);
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client.VoipSound.UseRadioFilter = messageType == ChatMessageType.Radio && !GameSettings.CurrentConfig.Audio.DisableVoiceChatFilters;
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@@ -149,7 +149,7 @@ namespace Barotrauma.Networking
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GameMain.NetLobbyScreen?.SetPlayerSpeaking(client);
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GameMain.GameSession?.CrewManager?.SetClientSpeaking(client);
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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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if ((client.VoipSound.CurrentAmplitude * client.VoipSound.Gain * GameMain.SoundManager.GetCategoryGainMultiplier(SoundManager.SoundCategoryVoip)) > 0.1f) //TODO: might need to tweak
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{
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if (client.Character != null && !client.Character.Removed && !client.Character.IsDead)
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{
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