new jumpland sound system, showweapon cvar, smooth weapon sway
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@@ -960,7 +960,9 @@ namespace Game
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{
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// Avoid overlapping with recent landing sound
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if (Time.GameTime - lastLanded > 0.3)
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AudioManager.PlaySound("jumpland", Actor, 0, rootActor.Position, 1f /*, new Vector2(0.7f, 1.3f)*/);
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{
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PlayJumpLandSound(false, false);
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}
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}
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return true;
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@@ -969,7 +971,20 @@ namespace Game
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private void OnLanded(Vector3 landingVelocity, bool hardLanding)
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{
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if (!predicting)
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AudioManager.PlaySound("jumpland", Actor, 1, rootActor.Position, hardLanding ? 1.0f : 1.0f/*, new Vector2(0.7f, 1.3f)*/);
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PlayJumpLandSound(true, hardLanding);
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}
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private void PlayJumpLandSound(bool landing, bool hardLanding)
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{
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if (!landing)
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lastLanded = -1; // Reset so double jumps have double sounds
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float volume = 0.8f;
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Vector2 pitchRange = new Vector2(0.9f, 1.05f);
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Vector2 secondStepDelayRange = new Vector2(0.031f, 0.067f);
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AudioManager.PlaySound("jumpland", Actor, 0, AudioFlags.None, rootActor.Position, volume , pitchRange);
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AudioManager.PlaySoundDelayed(secondStepDelayRange, "jumpland", Actor, 0, rootActor.Position, volume, pitchRange);
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}
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private static void ApplyFriction(ref Vector3 velocity)
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