setting cutoff for weak punch sound to limit it to mostly non-moving punches

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Eric 2022-09-05 14:25:35 -07:00
parent 13c92fc083
commit 94768211ea
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5 changed files with 24 additions and 24 deletions

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@ -1,4 +1,4 @@
### 1.7.7 (build 20768, api 7, 2022-09-05)
### 1.7.7 (build 20770, api 7, 2022-09-05)
- Added `ba.app.meta.load_exported_classes()` for loading classes discovered by the meta subsystem cleanly in a background thread.
- Improved logging of missing playlist game types.
- Some ba.Lstr functionality can now be used in background threads.

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@ -32,7 +32,7 @@ def bootstrap() -> None:
# Give a soft warning if we're being used with a different binary
# version than we expect.
expected_build = 20768
expected_build = 20770
running_build: int = env['build_number']
if running_build != expected_build:
print(

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@ -980,7 +980,7 @@ class Spaz(ba.Actor):
if damage >= 500:
sounds = SpazFactory.get().punch_sound_strong
sound = sounds[random.randrange(len(sounds))]
elif damage >= 300:
elif damage >= 100:
sound = SpazFactory.get().punch_sound
else:
sound = SpazFactory.get().punch_sound_weak

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@ -22,7 +22,7 @@
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kAppBuildNumber = 20768;
const int kAppBuildNumber = 20770;
const char* kAppVersion = "1.7.7";
// Our standalone globals.