Faction Test 100.13.0.0
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@@ -904,17 +904,18 @@ namespace Barotrauma
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public static void PlayDamageSound(string damageType, float damage, Vector2 position, float range = 2000.0f, IEnumerable<Identifier> tags = null)
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{
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var suitableSounds = damageSounds.Where(s =>
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s.DamageType == damageType &&
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(s.RequiredTag.IsEmpty || (tags == null ? s.RequiredTag.IsEmpty : tags.Contains(s.RequiredTag))));
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//if the damage is too low for any sound, don't play anything
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if (damageSounds.All(d => damage < d.DamageRange.X)) { return; }
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if (suitableSounds.All(d => damage < d.DamageRange.X)) { return; }
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//allow the damage to differ by 10 from the configured damage range,
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//so the same amount of damage doesn't always play the same sound
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float randomizedDamage = MathHelper.Clamp(damage + Rand.Range(-10.0f, 10.0f), 0.0f, 100.0f);
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var suitableSounds = damageSounds.Where(s =>
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s.DamageType == damageType &&
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(s.DamageRange == Vector2.Zero || (randomizedDamage >= s.DamageRange.X && randomizedDamage <= s.DamageRange.Y)) &&
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(s.RequiredTag.IsEmpty || (tags == null ? s.RequiredTag.IsEmpty : tags.Contains(s.RequiredTag))));
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suitableSounds = suitableSounds.Where(s =>
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s.DamageRange == Vector2.Zero || (randomizedDamage >= s.DamageRange.X && randomizedDamage <= s.DamageRange.Y));
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var damageSound = suitableSounds.GetRandomUnsynced();
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damageSound?.Sound?.Play(1.0f, range, position, muffle: !damageSound.IgnoreMuffling && ShouldMuffleSound(Character.Controlled, position, range, null));
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