Submarine saving fixes, impact damage in sub-sub collisions, submarine ambient sounds
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@@ -364,9 +364,9 @@ namespace Barotrauma.Networking
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if (!(c is AICharacter) || c.IsDead) continue;
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//todo: take multiple subs into account
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Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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new NetworkEvent(NetworkEventType.EntityUpdate, c.ID, false);
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}
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@@ -405,9 +405,9 @@ namespace Barotrauma.Networking
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if (c is AICharacter)
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{
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//todo: take multiple subs into account
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Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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//Vector2 diff = c.WorldPosition - Submarine.MainSub.WorldPosition;
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if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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//if (FarseerPhysics.ConvertUnits.ToSimUnits(diff.Length()) > NetConfig.CharacterIgnoreDistance) continue;
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}
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new NetworkEvent(NetworkEventType.ImportantEntityUpdate, c.ID, false);
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