v1.4.4.1 (Blood in the Water Update)
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@@ -112,13 +112,13 @@ namespace Barotrauma.Networking
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if (recipientSpectating)
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{
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if (recipient.SpectatePos == null) { return true; }
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distanceFactor = MathHelper.Clamp(Vector2.Distance(sender.Character.WorldPosition, recipient.SpectatePos.Value) / ChatMessage.SpeakRange, 0.0f, 1.0f);
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distanceFactor = MathHelper.Clamp(Vector2.Distance(sender.Character.WorldPosition, recipient.SpectatePos.Value) / ChatMessage.SpeakRangeVOIP, 0.0f, 1.0f);
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return distanceFactor < 1.0f;
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}
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else
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{
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//otherwise do a distance check
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float garbleAmount = ChatMessage.GetGarbleAmount(recipient.Character, sender.Character, ChatMessage.SpeakRange);
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float garbleAmount = ChatMessage.GetGarbleAmount(recipient.Character, sender.Character, ChatMessage.SpeakRangeVOIP);
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distanceFactor = garbleAmount;
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return garbleAmount < 1.0f;
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}
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