water ambience sounds change according to speed, oxygengenerator fills oxygen tanks even if their condition is 0, submarine refactoring & bugfixes, wire node editing bugfixes
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@@ -40,6 +40,13 @@ namespace Subsurface
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get { return flowForce*soundVolume; }
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}
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public Vector2 LerpedFlowForce
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{
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get { return lerpedFlowForce; }
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}
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private Vector2 lerpedFlowForce;
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public Hull FlowTargetHull
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{
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get { return flowTargetHull; }
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@@ -178,6 +185,14 @@ namespace Subsurface
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public override void Draw(SpriteBatch sb, bool editing)
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{
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if (GameMain.DebugDraw)
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{
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Vector2 center = new Vector2(rect.X + rect.Width / 2.0f, -(rect.Y - rect.Width / 2.0f));
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GUI.DrawLine(sb, center, center + flowForce/10.0f, Color.Red);
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GUI.DrawLine(sb, center + Vector2.One * 5.0f, center + lerpedFlowForce / 10.0f + Vector2.One * 5.0f, Color.Orange);
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}
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if (!editing) return;
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Color clr = (open == 0.0f) ? Color.Red : Color.Cyan;
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@@ -251,6 +266,8 @@ namespace Subsurface
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UpdateRoomToRoom(deltaTime);
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}
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lerpedFlowForce = Vector2.Lerp(lerpedFlowForce, flowForce, 0.1f);
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if (FlowForce.Length() > 150.0f && flowTargetHull != null && flowTargetHull.Volume < flowTargetHull.FullVolume)
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{
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//UpdateFlowForce();
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