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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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Use a more reliable event to check all frequencies
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@ -1,9 +1,11 @@
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using HarmonyLib;
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using NewHorizons.External.Modules.Props.Audio;
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using NewHorizons.Utility;
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using NewHorizons.Utility.OWML;
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using OWML.Common;
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using OWML.Utils;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@ -39,7 +41,7 @@ namespace NewHorizons.Builder.Props.Audio
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Initialized = true;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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SceneManager.sceneLoaded += OnSceneLoaded;
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Main.Instance.OnStarSystemLoaded.AddListener(OnStarSystemLoaded);
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}
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private static HashSet<SignalFrequency> _frequenciesInUse = new();
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@ -49,11 +51,10 @@ namespace NewHorizons.Builder.Props.Audio
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_frequenciesInUse.Clear();
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}
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private static void OnSceneLoaded(Scene scene, LoadSceneMode _)
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private static void OnStarSystemLoaded(string starSystem)
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{
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// If its the base game solar system or eye we get all the main frequencies
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if (scene.name == LoadManager.SceneToName(OWScene.EyeOfTheUniverse) ||
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(scene.name == LoadManager.SceneToName(OWScene.SolarSystem) && Main.Instance.CurrentStarSystem == "SolarSystem"))
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if (starSystem == "SolarSystem" || starSystem == "EyeOfTheUniverse")
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{
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_frequenciesInUse.Add(SignalFrequency.Quantum);
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_frequenciesInUse.Add(SignalFrequency.EscapePod);
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@ -61,8 +62,11 @@ namespace NewHorizons.Builder.Props.Audio
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_frequenciesInUse.Add(SignalFrequency.HideAndSeek);
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}
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// By default lets always have travelers
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// Always show the traveler frequency. The signalscope defaults to this on spawn, and is the only frequency known by default
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// We don't want a scenario where the player knows no frequencies
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_frequenciesInUse.Add(SignalFrequency.Traveler);
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NHLogger.LogVerbose($"Frequencies in use in {starSystem}: {_frequenciesInUse.Join(x => x.ToString())}");
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}
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public static bool IsFrequencyInUse(SignalFrequency freq) => _frequenciesInUse.Contains(freq);
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