low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable
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@@ -97,7 +97,7 @@ namespace Subsurface
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{
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distFactor = 1.0f - Vector2.Distance(limb.SimPosition, position)/range;
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c.AddDamage(limb.SimPosition, damage * distFactor, 0.0f, stun * distFactor);
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c.AddDamage(limb.SimPosition, DamageType.None, damage * distFactor, 0.0f, stun * distFactor);
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if (force>0.0f)
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{
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