low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable
This commit is contained in:
@@ -370,7 +370,7 @@ namespace Subsurface
|
||||
}
|
||||
|
||||
|
||||
public void AddDamage(Vector2 position, float amount, float bleedingAmount, float stun)
|
||||
public void AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound = true)
|
||||
{
|
||||
Condition -= amount;
|
||||
}
|
||||
@@ -384,8 +384,7 @@ namespace Subsurface
|
||||
if (condition > 0.0f)
|
||||
{
|
||||
ic.Update(deltaTime, cam);
|
||||
|
||||
|
||||
|
||||
ic.PlaySound(ActionType.OnActive, 1.0f, Position, true);
|
||||
ic.ApplyStatusEffects(ActionType.OnActive, 1.0f, null);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user