Updated sounds and effect IDs (#3422)
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@@ -259,7 +259,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
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a_NearChunk->BroadcastSoundEffect(
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"random.fizz",
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"block.lava.extinguish",
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static_cast<double>(BlockX),
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static_cast<double>(a_RelY),
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static_cast<double>(BlockZ),
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@@ -281,7 +281,7 @@ void cFloodyFluidSimulator::SpreadToNeighbor(cChunk * a_NearChunk, int a_RelX, i
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a_NearChunk->SetBlock(a_RelX, a_RelY, a_RelZ, NewBlock, 0);
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a_NearChunk->BroadcastSoundEffect(
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"random.fizz",
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"block.lava.extinguish",
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static_cast<double>(BlockX),
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static_cast<double>(a_RelY),
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static_cast<double>(BlockZ),
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@@ -44,7 +44,7 @@ public:
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{
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cChunkInterface ChunkInterface(m_World.GetChunkMap());
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cBlockDoorHandler::SetOpen(ChunkInterface, a_Position.x, a_Position.y, a_Position.z, (a_PoweringData.PowerLevel != 0));
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m_World.BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_DOOR_OPEN_CLOSE, a_Position.x, a_Position.y, a_Position.z, 0);
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m_World.BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_WOODEN_DOOR_OPEN, a_Position.x, a_Position.y, a_Position.z, 0);
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}
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return {};
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@@ -42,7 +42,7 @@ public:
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// LOGD("Evaluating explodinator the trinitrotoluene (%d %d %d)", a_Position.x, a_Position.y, a_Position.z);
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if (a_PoweringData.PowerLevel != 0)
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{
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m_World.BroadcastSoundEffect("game.tnt.primed", static_cast<double>(a_Position.x), static_cast<double>(a_Position.y), static_cast<double>(a_Position.z), 0.5f, 0.6f);
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m_World.BroadcastSoundEffect("entity.tnt.primed", static_cast<double>(a_Position.x), static_cast<double>(a_Position.y), static_cast<double>(a_Position.z), 0.5f, 0.6f);
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m_World.SetBlock(a_Position.x, a_Position.y, a_Position.z, E_BLOCK_AIR, 0);
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m_World.SpawnPrimedTNT(a_Position.x + 0.5, a_Position.y + 0.5, a_Position.z + 0.5); // 80 ticks to boom
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}
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@@ -36,7 +36,7 @@ void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ,
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{
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a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0);
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a_Chunk->BroadcastSoundEffect(
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"random.fizz",
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"block.fire.extinguish",
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static_cast<double>(a_BlockX),
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static_cast<double>(a_BlockY),
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static_cast<double>(a_BlockZ),
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