namespace Barotrauma { partial class AICharacter : Character { partial void InitProjSpecific() { soundTimer = Rand.Range(0.0f, soundInterval); } partial void SoundUpdate(float deltaTime) { if (soundTimer > 0) { soundTimer -= deltaTime; } else { switch (aiController.State) { case AIController.AIState.Attack: PlaySound(CharacterSound.SoundType.Attack); break; default: PlaySound(CharacterSound.SoundType.Idle); break; } soundTimer = soundInterval; } } public override void DrawFront(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Camera cam) { base.DrawFront(spriteBatch, cam); if (GameMain.DebugDraw && !IsDead) aiController.DebugDraw(spriteBatch); } } }