Weapons warnings cleanup (#36164)
* Weapons warnings cleanup * Changes to audio on Reflection stuff
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@@ -13,20 +13,20 @@ public sealed partial class ReflectComponent : Component
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/// <summary>
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/// What we reflect.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public Angle Spread = Angle.FromDegrees(45);
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[DataField("soundOnReflect")]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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[DataField]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg", AudioParams.Default.WithVariation(0.05f));
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}
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[Flags]
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