Unstable v0.1100.0.4 (November 11th 2020)
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@@ -499,6 +499,12 @@ namespace Barotrauma
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private static void UpdateWaterFlowSounds(float deltaTime)
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{
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if (FlowSounds.Count == 0) { return; }
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for (int i = 0; i < targetFlowLeft.Length; i++)
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{
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targetFlowLeft[i] = 0.0f;
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targetFlowRight[i] = 0.0f;
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}
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Vector2 listenerPos = new Vector2(GameMain.SoundManager.ListenerPosition.X, GameMain.SoundManager.ListenerPosition.Y);
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foreach (Gap gap in Gap.GapList)
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@@ -619,7 +625,8 @@ namespace Barotrauma
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Vector2 soundPos = new Vector2(GameMain.SoundManager.ListenerPosition.X + (fireVolumeRight[i] - fireVolumeLeft[i]) * 100, GameMain.SoundManager.ListenerPosition.Y);
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if (fireSoundChannels[i] == null || !fireSoundChannels[i].IsPlaying)
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{
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fireSoundChannels[i] = GetSound(fireSoundTags[i]).Play(1.0f, FlowSoundRange, soundPos);
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fireSoundChannels[i] = GetSound(fireSoundTags[i])?.Play(1.0f, FlowSoundRange, soundPos);
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if (fireSoundChannels[i] == null) { continue; }
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fireSoundChannels[i].Looping = true;
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}
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fireSoundChannels[i].Gain = Math.Max(fireVolumeRight[i], fireVolumeLeft[i]);
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@@ -954,20 +961,18 @@ namespace Barotrauma
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if (Level.IsLoadedOutpost && Character.Controlled.Submarine == Level.Loaded.StartOutpost)
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{
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// Only return music type for specific outpost types to not assume that
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// every outpost type has an associated music track (switch-case for future tracks)
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// Only return music type for location types which have music tracks defined
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var locationType = Level.Loaded.StartLocation?.Type?.Identifier?.ToLowerInvariant();
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switch (locationType)
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if (!string.IsNullOrEmpty(locationType) && musicClips.Any(c => c.Type == locationType))
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{
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case "research":
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return locationType;
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return locationType;
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}
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}
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}
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Submarine targetSubmarine = Character.Controlled?.Submarine;
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if ((targetSubmarine != null && targetSubmarine.AtDamageDepth) ||
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(GameMain.GameScreen != null && Screen.Selected == GameMain.GameScreen && GameMain.GameScreen.Cam.Position.Y < SubmarineBody.DamageDepth))
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(GameMain.GameScreen != null && Screen.Selected == GameMain.GameScreen && Level.Loaded != null && Level.Loaded.GetRealWorldDepth(GameMain.GameScreen.Cam.Position.Y) > Level.Loaded.RealWorldCrushDepth))
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{
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return "deep";
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}
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