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Copy file name to clipboardExpand all lines: CHANGELOG.md
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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.
Copy file name to clipboardExpand all lines: Source/Entities/MOSRotating.h
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@@ -540,6 +540,8 @@ namespace RTE {
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Vector m_RecoilOffset;
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// The list of wound AEmitters currently attached to this MOSRotating, and owned here as well.
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std::vector<AEmitter*> m_Wounds;
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// Whether we added a wound with a BurstSound this frame or not, so we can disable further ones to avoid audio spam.
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bool m_WoundBurstSoundPlayedThisFrame;
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// The list of Attachables currently attached and Owned by this.
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std::list<Attachable*> m_Attachables;
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std::unordered_set<unsignedlong> m_ReferenceHardcodedAttachableUniqueIDs; //!< An unordered set is filled with the Unique IDs of all of the reference object's hardcoded Attachables when using the copy Create.
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