low pass filter to sounds playing at distance, "armored" limbs, moved playing damagesounds from attack to IDamageable
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@@ -14,6 +14,6 @@ namespace Subsurface
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get;
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}
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void AddDamage(Vector2 position, float amount, float bleedingAmount, float stun);
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void AddDamage(Vector2 position, DamageType damageType, float amount, float bleedingAmount, float stun, bool playSound=true);
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}
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}
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