v1.4.4.1 (Blood in the Water Update)
This commit is contained in:
@@ -25,8 +25,10 @@ namespace Barotrauma
|
||||
Stream = sound.Stream;
|
||||
Range = element.GetAttributeFloat("range", 1000.0f);
|
||||
Volume = element.GetAttributeFloat("volume", 1.0f);
|
||||
IgnoreMuffling = element.GetAttributeBool("dontmuffle", false);
|
||||
|
||||
FrequencyMultiplierRange = new Vector2(1.0f);
|
||||
string freqMultAttr = element.GetAttributeString("frequencymultiplier", element.GetAttributeString("frequency", "1.0"))!;
|
||||
string freqMultAttr = element.GetAttributeString("frequencymultiplier", element.GetAttributeString("frequency", "1.0"));
|
||||
if (!freqMultAttr.Contains(','))
|
||||
{
|
||||
if (float.TryParse(freqMultAttr, NumberStyles.Any, CultureInfo.InvariantCulture, out float freqMult))
|
||||
@@ -47,7 +49,6 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError($"Loaded frequency range exceeds max value: {FrequencyMultiplierRange} (original string was \"{freqMultAttr}\")",
|
||||
contentPackage: element.ContentPackage);
|
||||
}
|
||||
IgnoreMuffling = element.GetAttributeBool("dontmuffle", false);
|
||||
}
|
||||
|
||||
public float GetRandomFrequencyMultiplier()
|
||||
|
||||
Reference in New Issue
Block a user