Unstable v0.10.600.0

This commit is contained in:
Juan Pablo Arce
2020-10-01 12:19:24 -03:00
parent 20a69375ca
commit ebe1ce1427
217 changed files with 4284 additions and 1547 deletions
@@ -67,8 +67,8 @@ namespace Barotrauma
{
if (sound?.Sound == null)
{
string errorMsg = $"Error in StatusEffect.ApplyProjSpecific1 (sound \"{sound?.Filename ?? "unknown"}\" was null)\n" + Environment.StackTrace;
GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull1" + Environment.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
string errorMsg = $"Error in StatusEffect.ApplyProjSpecific1 (sound \"{sound?.Filename ?? "unknown"}\" was null)\n" + Environment.StackTrace.CleanupStackTrace();
GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull1" + Environment.StackTrace.CleanupStackTrace(), GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
soundChannel = SoundPlayer.PlaySound(sound.Sound, worldPosition, sound.Volume, sound.Range, hullGuess: hull);
@@ -93,10 +93,14 @@ namespace Barotrauma
var selectedSound = sounds[selectedSoundIndex];
if (selectedSound?.Sound == null)
{
string errorMsg = $"Error in StatusEffect.ApplyProjSpecific2 (sound \"{selectedSound?.Filename ?? "unknown"}\" was null)\n" + Environment.StackTrace;
GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull2" + Environment.StackTrace, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
string errorMsg = $"Error in StatusEffect.ApplyProjSpecific2 (sound \"{selectedSound?.Filename ?? "unknown"}\" was null)\n" + Environment.StackTrace.CleanupStackTrace();
GameAnalyticsManager.AddErrorEventOnce("StatusEffect.ApplyProjSpecific:SoundNull2" + Environment.StackTrace.CleanupStackTrace(), GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
if (selectedSound.Sound.Disposed)
{
Submarine.ReloadRoundSound(selectedSound);
}
soundChannel = SoundPlayer.PlaySound(selectedSound.Sound, worldPosition, selectedSound.Volume, selectedSound.Range, hullGuess: hull);
if (soundChannel != null) { soundChannel.Looping = loopSound; }
}