Fixed AICharacters not playing sounds in mp
This commit is contained in:
@@ -28,25 +28,30 @@ namespace Barotrauma
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{
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{
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base.Update(deltaTime, cam);
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base.Update(deltaTime, cam);
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if (!Enabled || IsRemotePlayer) return;
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if (!Enabled) return;
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if (!IsRemotePlayer)
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{
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float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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if (dist > 8000.0f * 8000.0f)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (dist < 7000.0f * 7000.0f)
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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}
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float dist = Vector2.DistanceSquared(cam.WorldViewCenter, WorldPosition);
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if (dist > 8000.0f * 8000.0f)
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{
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AnimController.SimplePhysicsEnabled = true;
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}
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else if (dist < 7000.0f * 7000.0f)
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{
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AnimController.SimplePhysicsEnabled = false;
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}
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if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return;
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if (IsDead || Health <= 0.0f || IsUnconscious || Stun > 0.0f) return;
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if (Controlled == this || !aiController.Enabled) return;
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if (Controlled == this || !aiController.Enabled) return;
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SoundUpdate(deltaTime);
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SoundUpdate(deltaTime);
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aiController.Update(deltaTime);
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if (!IsRemotePlayer)
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{
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aiController.Update(deltaTime);
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}
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}
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}
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partial void SoundUpdate(float deltaTime);
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partial void SoundUpdate(float deltaTime);
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@@ -54,7 +59,7 @@ namespace Barotrauma
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{
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{
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base.AddDamage(causeOfDeath, amount, attacker);
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base.AddDamage(causeOfDeath, amount, attacker);
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if (attacker!=null) aiController.OnAttacked(attacker, amount);
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if (attacker != null) aiController.OnAttacked(attacker, amount);
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}
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}
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public override AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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public override AttackResult AddDamage(IDamageable attacker, Vector2 worldPosition, Attack attack, float deltaTime, bool playSound = false)
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