Bug fixes
This commit is contained in:
@@ -22,7 +22,7 @@ namespace EvilSatellites.Screens
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private Quadtree<IGameObject> objtree = new Quadtree<IGameObject>(new Vector3(50000, 50000, 50000), 10, 20);
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private float Theta = 0;
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private Player _player;
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private Radar ObjectRadar;
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public Radar ObjectRadar;
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private SatelliteSpawner Spawner;
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private bool GameOver = false;
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public void Activate()
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@@ -16,6 +16,7 @@ namespace EvilSatellites.Screens
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MenuOptions.Add(new MenuEntry("Music Volume", "Toggle between music volumes"))
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.Add(new MenuEntry("Use screen reader", "Use screen reader speech instead of SAPI"))
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.Add(new MenuEntry("Use Force Feedback", "Vibrate on certain game actions such as weapon fire, getting hit, etc."))
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.Add(new MenuEntry("AI", "Your AI will sometimes comment on the things you're doing in game"))
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.Add(new MenuEntry("Back", "Go Back to previous screen"));
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base.Activate();
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}
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@@ -36,6 +37,10 @@ namespace EvilSatellites.Screens
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ChangeForceFeedback();
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}
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if (CursorPosition == 3)
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{
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ChangeAI();
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}
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if (CursorPosition == 4)
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{
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Manager.RemoveScreen(this);
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Manager.AddScreen(new MainMenuScreen());
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@@ -44,16 +49,18 @@ namespace EvilSatellites.Screens
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public void ChangeSpeech()
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{
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if (GameSettings.PreferSAPI)
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if (GameSettings.PreferSAPI == true)
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{
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Tolk.PreferSAPI(false);
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Tolk.TrySAPI(false);
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Tolk.Output("Prefering screen reader");
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GameSettings.PreferSAPI = false;
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} else
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{
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Tolk.PreferSAPI(true);
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Tolk.TrySAPI(true);
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Tolk.Output("Prefering SAPI");
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GameSettings.PreferSAPI = true;
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}
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}
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@@ -93,5 +100,19 @@ namespace EvilSatellites.Screens
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Manager.Vibrations.AddVibration(1, 1, 500);
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}
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}
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public void ChangeAI()
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{
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if (GameSettings.EnableAI)
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{
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GameSettings.EnableAI = false;
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Tolk.Output("AI is now muted");
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}
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else
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{
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GameSettings.EnableAI = true;
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Tolk.Output("AI is now unmuted");
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}
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}
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}
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}
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