Adds footstep sound variety, makes diving and clown suits have unique footstep sounds!
https://puu.sh/yQ8fs/61e12f15c6.webm TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
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@@ -10,19 +10,23 @@ namespace Barotrauma.Items.Components
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class WearableSprite
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{
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public readonly Sprite Sprite;
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public readonly LimbType Limb;
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public readonly bool HideLimb;
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public readonly bool InheritLimbDepth;
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public readonly LimbType DepthLimb;
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public readonly Wearable WearableComponent;
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public readonly string Sound;
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public WearableSprite(Wearable item, Sprite sprite, bool hideLimb, bool inheritLimbDepth = true, LimbType depthLimb = LimbType.None)
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public WearableSprite(Wearable item, Sprite sprite, LimbType limb, bool hideLimb, bool inheritLimbDepth = true, LimbType depthLimb = LimbType.None, string sound = null)
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{
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WearableComponent = item;
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Sprite = sprite;
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Limb = limb;
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HideLimb = hideLimb;
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InheritLimbDepth = inheritLimbDepth;
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DepthLimb = depthLimb;
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Sound = sound;
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}
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}
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@@ -66,15 +70,16 @@ namespace Barotrauma.Items.Components
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string spritePath = subElement.Attribute("texture").Value;
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spritePath = Path.GetDirectoryName(item.Prefab.ConfigFile) + "/" + spritePath;
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var sound = subElement.GetAttributeString("sound", "");
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var sprite = new Sprite(subElement, "", spritePath);
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wearableSprites[i] = new WearableSprite(this, sprite,
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subElement.GetAttributeBool("hidelimb", false),
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subElement.GetAttributeBool("inheritlimbdepth", true),
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(LimbType)Enum.Parse(typeof(LimbType), subElement.GetAttributeString("depthlimb", "None"), true));
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limbType[i] = (LimbType)Enum.Parse(typeof(LimbType),
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subElement.GetAttributeString("limb", "Head"), true);
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wearableSprites[i] = new WearableSprite(this, sprite, limbType[i],
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subElement.GetAttributeBool("hidelimb", false),
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subElement.GetAttributeBool("inheritlimbdepth", true),
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(LimbType)Enum.Parse(typeof(LimbType), subElement.GetAttributeString("depthlimb", "None"), true), sound);
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i++;
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break;
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case "damagemodifier":
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