Removed DamageSoundType and replaced it with a string "tag" instead to allow mod creators to create custom damage sounds
Fixed damagemodifier sounds being completely ignored due to a variable misname Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though) Clown hitsounds are in now which is awesome. Beat up some clowns!
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@@ -507,7 +507,7 @@ namespace Barotrauma
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float impact = Vector2.Dot(f2.Body.LinearVelocity, -normal)*f2.Body.Mass*0.1f;
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#if CLIENT
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SoundPlayer.PlayDamageSound(DamageSoundType.StructureBlunt, impact,
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SoundPlayer.PlayDamageSound("StructureBlunt", impact,
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new Vector2(
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sections[section].rect.X + sections[section].rect.Width / 2,
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sections[section].rect.Y - sections[section].rect.Height / 2), tags: Tags);
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@@ -663,7 +663,7 @@ namespace Barotrauma
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if (playSound)// && !SectionBodyDisabled(i))
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{
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DamageSoundType damageSoundType = (attack.DamageType == DamageType.Blunt) ? DamageSoundType.StructureBlunt : DamageSoundType.StructureSlash;
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string damageSoundType = (attack.DamageType == DamageType.Blunt) ? "StructureBlunt" : "StructureSlash";
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SoundPlayer.PlayDamageSound(damageSoundType, damageAmount, worldPosition, tags: Tags);
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}
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#endif
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