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@@ -31,6 +31,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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- New `SoundContainer` features.
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Lua property `Paused` (R/W) to pause or unpause all sounds of a SoundContainer. Newly played sounds will not begin playback until unpaused.
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Lua function `GetAudibleVolume` to get the real audible volume of a SoundContainer's sounds as a float from 0 to 1. This accounts for literally everything, including game volume.
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- New `AEmitter` and `PEmitter` INI and Lua (R/W) property `PlayBurstSound` which denotes whether the BurstSound should play when appropriate. This should not be confused for a trigger - it's just a enable/disable toggle to avoid having to remove and add BurstSound altogether.
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- Allow lua scripts to use LuaJIT's BitOp module (see https://bitop.luajit.org/api.html)
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@@ -54,6 +56,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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-`MovableMan:OpenAllDoors()`, when passed `NOTEAM`, will now open/close doors specifically for `NOTEAM` (instead of all doors).
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- MOs now only play the BurstSound of the first Wound they receive in a frame, which not only solves audio spam during e.g. explosions but also preserves intended audio when firing guns with a high ParticleCount at them.
-- self.GameIntensityCalculator:Initialize(Activity, bool newGame, bool verboseLogging, number intensityValuePerHPBarLost, number intensityDegradationRatePerSecond);
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-- Call self.GameIntensityCalculator:UpdateGameIntensityCalculator() every frame.
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-- The main update function will return an intensity number between 0 and 1.
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-- This corresponds to how much damage has been dealt directly within all the player's views.
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-- Use the two number arguments to control how the intensity value rises and falls.
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-- One "HP Bar" is considered a standard 100 HP.
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------- Saving/Loading
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-- Saving and loading requires you to also have the SaveLoadHandler ready.
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-- Simply run OnSave(instancedSaveLoadHandler) and OnLoad(instancedSaveLoadHandler) when appropriate.
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--------------------------------------- Misc. Information ---------------------------------------
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