Add weapons and engine to environmental effects
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@@ -37,6 +37,8 @@ namespace EvilSatellites.Objects
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sfxWhine = Screen.Manager.Sound.Load(@"sfx/engine/int/engineWhine.wav", false);
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sfxWhine = Screen.Manager.Sound.Load(@"sfx/engine/int/engineWhine.wav", false);
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sfxEngine.Loop = true;
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sfxEngine.Loop = true;
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sfxWhine.Loop = true;
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sfxWhine.Loop = true;
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sfxEngine.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxWhine.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxEngine.Play();
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sfxEngine.Play();
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sfxWhine.Play();
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sfxWhine.Play();
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@@ -26,7 +26,7 @@ namespace EvilSatellites
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EnvironmentEffect = Sound.CreateReverb();
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EnvironmentEffect = Sound.CreateReverb();
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EnvironmentEffect.Delay = 0.03;
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EnvironmentEffect.Delay = 0.03;
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EnvironmentEffect.Wet = 30;
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EnvironmentEffect.Wet = 30;
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EnvironmentEffect.T60 = 3.3;
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EnvironmentEffect.T60 = 5;
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EnvironmentEffect.Defusion = 1;
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EnvironmentEffect.Defusion = 1;
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EnvironmentEffect.FreePath = 0.22;
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EnvironmentEffect.FreePath = 0.22;
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@@ -37,10 +37,19 @@ namespace EvilSatellites.Weapons
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sfxSpinning = Screen.Manager.Sound.Load(@"sfx/weapons/LaserMG/spinning.wav", false);
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sfxSpinning = Screen.Manager.Sound.Load(@"sfx/weapons/LaserMG/spinning.wav", false);
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sfxSpinning.Loop = true;
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sfxSpinning.Loop = true;
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sfxShoot = new AudioAsset(Screen.Manager.Sound, @"sfx/weapons/LaserMG/fire", 1, 4);
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sfxShoot = new AudioAsset(Screen.Manager.Sound, @"sfx/weapons/LaserMG/fire", 1, 4);
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sfxReload.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxShoot.AddEffect(Screen.Manager.EnvironmentEffect);
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sfxSpindown.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxSpinup.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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sfxSpinning.ConnectToEffect(Screen.Manager.EnvironmentEffect);
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}
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}
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public override void Shoot(GameTime time)
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public override void Shoot(GameTime time)
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{
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{
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if (State != WeaponState.Stopped)
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{
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return;
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}
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State = WeaponState.Starting;
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State = WeaponState.Starting;
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sfxSpinup.Reset();
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sfxSpinup.Reset();
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sfxSpinup.Play();
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sfxSpinup.Play();
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@@ -49,12 +58,13 @@ namespace EvilSatellites.Weapons
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public override void Stop()
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public override void Stop()
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{
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{
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if (State == WeaponState.Firing)
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if (State != WeaponState.Stopped)
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{
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{
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sfxSpinning.Pause();
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sfxSpinning.Pause();
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sfxSpinup.Pause();
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sfxSpindown.Reset();
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sfxSpindown.Reset();
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sfxSpindown.Play();
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sfxSpindown.Play();
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State = WeaponState.Stopped;
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State = WeaponState.Stopping;
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}
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}
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}
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}
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@@ -80,6 +90,14 @@ namespace EvilSatellites.Weapons
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Screen.AddObject(proj);
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Screen.AddObject(proj);
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}
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}
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}
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}
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if (State == WeaponState.Stopping)
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{
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if (TimerEnd - TimerStart > 500)
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{
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State = WeaponState.Stopped;
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TimerStart = TimerEnd;
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}
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}
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base.Update(time);
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base.Update(time);
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}
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}
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