v1.0.13.1 (first post-1.0 patch)
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@@ -276,6 +276,8 @@ namespace Barotrauma.Networking
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if (GameMain.Client?.Character != null)
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{
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var messageType = !ForceLocal && ChatMessage.CanUseRadio(GameMain.Client.Character, out _) ? ChatMessageType.Radio : ChatMessageType.Default;
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if (GameMain.Client.Character.IsDead) { messageType = ChatMessageType.Dead; }
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GameMain.Client.Character.ShowSpeechBubble(1.25f, ChatMessage.MessageColor[(int)messageType]);
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}
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//encode audio and enqueue it
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@@ -146,7 +146,7 @@ namespace Barotrauma.Networking
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if ((client.VoipSound.CurrentAmplitude * client.VoipSound.Gain * GameMain.SoundManager.GetCategoryGainMultiplier("voip")) > 0.1f) //TODO: might need to tweak
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{
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if (client.Character != null && !client.Character.Removed)
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if (client.Character != null && !client.Character.Removed && !client.Character.IsDead)
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{
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Vector3 clientPos = new Vector3(client.Character.WorldPosition.X, client.Character.WorldPosition.Y, 0.0f);
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Vector3 listenerPos = GameMain.SoundManager.ListenerPosition;
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