Progress on tutorial, gap tweaking (water flows faster from room to room), UPnP error messages, input keys in array, underwater aiming tweaking, tons of misc stuff commit more often ffs
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@@ -75,22 +75,22 @@ namespace Subsurface
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startDrone.Play();
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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waterAmbience = Sound.Load("Content/Sounds/Water/WaterAmbience.ogg");
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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flowSounds[0] = Sound.Load("Content/Sounds/Water/FlowSmall.ogg");
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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flowSounds[1] = Sound.Load("Content/Sounds/Water/FlowMedium.ogg");
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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flowSounds[2] = Sound.Load("Content/Sounds/Water/FlowLarge.ogg");
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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XDocument doc = ToolBox.TryLoadXml("Content/Sounds/Sounds.xml");
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if (doc == null) yield return Status.Failure;
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XDocument doc = ToolBox.TryLoadXml("Content/Sounds/sounds.xml");
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if (doc == null) yield return CoroutineStatus.Failure;
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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var xMusic = doc.Root.Elements("music").ToList();
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@@ -100,13 +100,13 @@ namespace Subsurface
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int i = 0;
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foreach (XElement element in xMusic)
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{
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string file = ToolBox.GetAttributeString(element, "file", "").ToLower();
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string file = ToolBox.GetAttributeString(element, "file", "");
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string type = ToolBox.GetAttributeString(element, "type", "").ToLower();
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Vector2 priority = ToolBox.GetAttributeVector2(element, "priorityrange", new Vector2(0.0f, 100.0f));
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musicClips[i] = new BackgroundMusic(file, type, priority);
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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i++;
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}
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@@ -120,7 +120,7 @@ namespace Subsurface
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int i = 0;
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foreach (XElement element in xDamageSounds)
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{
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yield return Status.Running;
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yield return CoroutineStatus.Running;
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Sound sound = Sound.Load(ToolBox.GetAttributeString(element, "file", ""));
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if (sound == null) continue;
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@@ -144,7 +144,7 @@ namespace Subsurface
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}
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}
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yield return Status.Success;
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yield return CoroutineStatus.Success;
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}
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@@ -189,6 +189,7 @@ namespace Subsurface
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{
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foreach (Task task in Game1.GameSession.taskManager.Tasks)
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{
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if (!task.IsStarted) continue;
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if (criticalTask == null || task.Priority > criticalTask.Priority)
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{
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criticalTask = task;
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@@ -1,9 +1,7 @@
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using System.Collections.Generic;
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using System.Diagnostics;
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using Microsoft.Xna.Framework;
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#if WINDOWS
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using OpenTK.Audio.OpenAL;
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#endif
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using OpenTK.Audio;
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using System;
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