Only accumulate ambience cd when in a new tick (#5623)
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@@ -10,6 +10,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Client.Audio
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namespace Content.Client.Audio
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{
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{
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@@ -19,6 +20,7 @@ namespace Content.Client.Audio
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public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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public sealed class AmbientSoundSystem : SharedAmbientSoundSystem
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{
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{
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[Dependency] private IEntityLookup _lookup = default!;
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[Dependency] private IEntityLookup _lookup = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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@@ -75,6 +77,8 @@ namespace Content.Client.Audio
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{
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{
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base.Update(frameTime);
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base.Update(frameTime);
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if (!_gameTiming.IsFirstTimePredicted) return;
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if (_cooldown <= 0f)
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if (_cooldown <= 0f)
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{
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{
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_accumulator = 0f;
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_accumulator = 0f;
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