Fixed door sounds playing twice client-side (first when the client activates the door and again when the correct state is received from the server)
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@@ -503,7 +503,6 @@ namespace Barotrauma.Items.Components
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if (isStuck || isOpen == open) return;
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if (isStuck || isOpen == open) return;
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PlaySound(ActionType.OnUse, item.WorldPosition);
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if (GameMain.Client != null && !isNetworkMessage)
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if (GameMain.Client != null && !isNetworkMessage)
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{
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{
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@@ -512,11 +511,15 @@ namespace Barotrauma.Items.Components
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//the prediction will be reset after 1 second, setting the door to a state
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//the prediction will be reset after 1 second, setting the door to a state
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//sent by the server, or reverting it back to its old state if no msg from server was received
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//sent by the server, or reverting it back to its old state if no msg from server was received
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PlaySound(ActionType.OnUse, item.WorldPosition);
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predictedState = open;
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predictedState = open;
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resetPredictionTimer = 1.0f;
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resetPredictionTimer = 1.0f;
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}
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}
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else
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else
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{
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{
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if (!isNetworkMessage) PlaySound(ActionType.OnUse, item.WorldPosition);
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isOpen = open;
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isOpen = open;
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}
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}
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