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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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Skipping unused frequencies works fine
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@ -6,8 +6,6 @@ using OWML.Utils;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using NewHorizons.External.Modules.Props.Audio;
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using System.Linq;
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namespace NewHorizons.Builder.Props.Audio
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{
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@ -1,6 +1,5 @@
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using HarmonyLib;
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using NewHorizons.Builder.Props.Audio;
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using UnityEngine;
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namespace NewHorizons.Patches.SignalPatches
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{
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@ -19,14 +18,14 @@ namespace NewHorizons.Patches.SignalPatches
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public static bool Signalscope_SwitchFrequencyFilter(Signalscope __instance, int increment)
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{
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var count = SignalBuilder.NumberOfFrequencies;
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__instance._frequencyFilterIndex = (__instance._frequencyFilterIndex + increment + count) % count;
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__instance._frequencyFilterIndex += increment;
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__instance._frequencyFilterIndex = __instance._frequencyFilterIndex >= count ? 0 : __instance._frequencyFilterIndex;
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__instance._frequencyFilterIndex = __instance._frequencyFilterIndex < 0 ? count - 1 : __instance._frequencyFilterIndex;
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var signalFrequency = AudioSignal.IndexToFrequency(__instance._frequencyFilterIndex);
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var isUnknownNearby = __instance._isUnknownFreqNearby && __instance._unknownFrequency == signalFrequency;
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// If it's not in use, or its unknown and isn't about to be learned, then go to the next one.
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if ((!PlayerData.KnowsFrequency(signalFrequency) && !isUnknownNearby) || !SignalBuilder.IsFrequencyInUse(signalFrequency))
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// Skip over this frequency
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var isUnknown = !PlayerData.KnowsFrequency(signalFrequency) && !(__instance._isUnknownFreqNearby && __instance._unknownFrequency == signalFrequency);
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if (isUnknown || !SignalBuilder.IsFrequencyInUse(signalFrequency))
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{
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__instance.SwitchFrequencyFilter(increment);
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}
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