Fix hit sounds
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@ -257,133 +257,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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- component: {fileID: 9108451331173124187}
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m_Layer: 0
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m_Name: LocalHitSfx
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m_LocalPosition: {x: 0, y: 0.75, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!82 &9108451331173124187
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m_Volume: 1
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m_Pitch: 1
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Mute: 0
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rolloffMode: 0
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BypassListenerEffects: 0
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BypassReverbZones: 0
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rolloffCustomCurve:
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m_Curve:
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m_PostInfinity: 2
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serializedVersion: 2
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m_Curve:
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inWeight: 0.33333334
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outWeight: 0.33333334
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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spreadCustomCurve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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inWeight: 0.33333334
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outWeight: 0.33333334
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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reverbZoneMixCustomCurve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 1
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inSlope: 0
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inWeight: 0.33333334
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outWeight: 0.33333334
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--- !u!1 &6951373490603822597
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GameObject:
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m_ObjectHideFlags: 0
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@ -427,14 +300,14 @@ AudioSource:
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OutputAudioMixerGroup: {fileID: -1410552352759146441, guid: ff7bf5284859d9f45a64971a67bb173a, type: 2}
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m_audioClip: {fileID: 0}
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m_PlayOnAwake: 0
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m_Volume: 1
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m_Volume: 0.5
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m_Pitch: 1
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Loop: 0
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Mute: 0
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Spatialize: 0
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SpatializePostEffects: 0
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Priority: 128
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DopplerLevel: 1
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DopplerLevel: 0
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MinDistance: 1
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MaxDistance: 1000
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Pan2D: 0
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@ -846,7 +719,6 @@ Transform:
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- {fileID: 7391558912167870012}
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- {fileID: 4833458671639168932}
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- {fileID: 5158433773336955785}
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- {fileID: 909379341251156422}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@ -922,7 +794,7 @@ MonoBehaviour:
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GunShotAudioSource: {fileID: 3686721060470342146}
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RaygunClip: {fileID: 8300000, guid: 39b92d54fd06ad1419e7fb833ec9d43a, type: 3}
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HitAudioSource: {fileID: 8513157977701802929}
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LocalHitAudioSource: {fileID: 9108451331173124187}
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LocalHitAudioSource: {fileID: 8513157977701802929}
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Pitch: 0
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Yaw: 0
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BodyYaw: 0
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@ -1224,7 +1096,7 @@ AudioSource:
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Spatialize: 0
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SpatializePostEffects: 0
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Priority: 128
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DopplerLevel: 1
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DopplerLevel: 0
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MinDistance: 1
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MaxDistance: 500
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Pan2D: 0
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@ -207,7 +207,9 @@ namespace NeonTea.Quakeball.Players {
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Debug.Log("I was hit! Aaagh!");
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Splatter.Play();
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HitAudioSource.Play();
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LocalHitAudioSource.Play();
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if (IsLocal) {
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Net.Singleton.Instance.LocalPlayer.Controlled.LocalHitAudioSource.Play();
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}
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}
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public bool IsGrounded() {
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