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Merge pull request #484 from Ralfreengz/patch-2
Weak punch sound to reuse (spaz.py)
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commit
13c92fc083
@ -966,7 +966,7 @@ class Spaz(ba.Actor):
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self.on_punched(damage)
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# If damage was significant, lets show it.
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if damage > 350:
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if damage >= 350:
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assert msg.force_direction is not None
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ba.show_damage_count('-' + str(int(damage / 10)) + '%',
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msg.pos, msg.force_direction)
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@ -977,11 +977,13 @@ class Spaz(ba.Actor):
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ba.playsound(SpazFactory.get().punch_sound_stronger,
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1.0,
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position=self.node.position)
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if damage > 500:
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if damage >= 500:
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sounds = SpazFactory.get().punch_sound_strong
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sound = sounds[random.randrange(len(sounds))]
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else:
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elif damage >= 300:
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sound = SpazFactory.get().punch_sound
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else:
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sound = SpazFactory.get().punch_sound_weak
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ba.playsound(sound, 1.0, position=self.node.position)
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# Throw up some chunks.
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@ -1075,7 +1077,7 @@ class Spaz(ba.Actor):
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# us if its grown high enough.
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if self.hitpoints <= 0:
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damage_avg = self.node.damage_smoothed * damage_scale
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if damage_avg > 1000:
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if damage_avg >= 1000:
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self.shatter()
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elif isinstance(msg, BombDiedMessage):
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@ -1341,9 +1343,9 @@ class Spaz(ba.Actor):
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hit_type='impact'))
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self.node.handlemessage('knockout', max(0.0, 50.0 * intensity))
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sounds: Sequence[ba.Sound]
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if intensity > 5.0:
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if intensity >= 5.0:
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sounds = SpazFactory.get().impact_sounds_harder
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elif intensity > 3.0:
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elif intensity >= 3.0:
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sounds = SpazFactory.get().impact_sounds_hard
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else:
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sounds = SpazFactory.get().impact_sounds_medium
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