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Draw the new level-event sound pitches from the client level's random
LevelEventHandler plays 1501, 1502, 1046 and 1047 with ClientLevel.getRandom(), not the server level's random: drawing them from the world's random moved the level random in use_item_on's respawn anchor cases (12 of 4000 differed). Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -3112,12 +3112,19 @@ impl Game<'_> {
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};
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if let Some((name, volume)) = sound {
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let pitch = match id {
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1009 | 1501 | 1502 => {
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1009 => {
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2.6 + (self.world.random.next_float()
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- self.world.random.next_float())
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* 0.8
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}
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1029 | 1030 | 1042 | 1043 | 1044 | 1046 | 1047 | 1053 | 1054 => {
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// LevelEventHandler draws these from the client
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// level's random, before 1501's and 1502's smoke.
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1501 | 1502 => {
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let r = self.particles.level_random();
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2.6 + (r.next_float() - r.next_float()) * 0.8
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}
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1046 | 1047 => self.particles.level_random().next_float() * 0.1 + 0.9,
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1029 | 1030 | 1042 | 1043 | 1044 | 1053 | 1054 => {
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self.world.random.next_float() * 0.1 + 0.9
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}
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1019 | 1021 => {
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