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Projectiles no longer always play turf hit sound (#86095)
## About The Pull Request Closes #86085 ## Changelog 🆑 fix: Projectiles no longer always play turf hit sound /🆑
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@@ -296,7 +296,7 @@
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hitx = target.pixel_x + rand(-8, 8)
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hity = target.pixel_y + rand(-8, 8)
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if(isturf(target_turf) && hitsound_wall)
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if(isturf(target) && hitsound_wall)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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@@ -1048,7 +1048,7 @@
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var/tx = (text2num(screen_loc_X[1]) - 1) * world.icon_size + text2num(screen_loc_X[2])
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// We are here trying to lower our target location by the firing source's visual offset
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// So visually things make a nice straight line while properly accounting for actual physical position
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// So visually things make a nice straight line while properly accounting for actual physical position
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var/ty = (text2num(screen_loc_Y[1]) - 1) * world.icon_size + text2num(screen_loc_Y[2]) - source.pixel_z
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//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
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