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assets/Audio/weapons/collisions/FleshWeaponHit1.ogg
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assets/Audio/weapons/collisions/FleshWeaponHit1.ogg
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@ -344,9 +344,6 @@
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"priorityCategory": "MOVEMENT_MODIFIER",
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"boneGroups" : ["armLeft", "armRight", "handLeft", "handRight"]
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},
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"windUpAudio" : {
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"audioPath" : "Audio/weapons/swordUnsheath1.ogg"
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},
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"mainAnimation" : {
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"nameThirdPerson": "HoldItemR2HBlock",
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"nameFirstPerson": "HoldItemR2HBlock",
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@ -20,3 +20,4 @@
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+ bug fixes
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Fix grass rendering distance
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Fix hitbox audio not playing spatially
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Fix audio freakout when attack while jumping/falling (should block regular attack while aerial)
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@ -578,6 +578,7 @@ Server block nullchecks
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Melee AI tweaks
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Walk tree
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Slow down strafe movement somehow
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Better creature damage sfx
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# TODO
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@ -744,6 +745,9 @@ Weather tracking
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- Keeps track at macro level of precipitation
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Color Palette Generator
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Foliage Manager upgrades
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- Add wind simulation if relevant
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@ -22,9 +22,9 @@ public class HitboxAudioService {
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* Default audio files to play. Eventually should probably refactor into service that determines audio based on materials
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*/
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static String[] defaultHitboxAudio = new String[]{
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"Audio/weapons/collisions/Massive Punch A.wav",
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"Audio/weapons/collisions/Massive Punch B.wav",
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"Audio/weapons/collisions/Massive Punch C.wav",
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"Audio/weapons/collisions/FleshWeaponHit1.ogg",
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// "Audio/weapons/collisions/Massive Punch B.wav",
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// "Audio/weapons/collisions/Massive Punch C.wav",
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};
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/**
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@ -475,6 +475,7 @@ public class Globals {
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"/Audio/weapons/swordUnsheath1.ogg",
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"/Audio/weapons/swoosh-03.ogg",
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"/Audio/movement/Equip A.wav",
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"/Audio/weapons/collisions/FleshWeaponHit1.ogg",
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"/Audio/weapons/collisions/Massive Punch A.wav",
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"/Audio/weapons/collisions/Massive Punch B.wav",
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"/Audio/weapons/collisions/Massive Punch C.wav",
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