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Audio Manager sound override rework and fixes (#617)
* Reworked the sound override system to prevent non-playing sounds * Weird bug where it would call to stop a non-existant hammer sound on death
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@@ -299,5 +299,6 @@ func get_animation_name() -> String:
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return "Fall"
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func exit() -> void:
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owner.on_hammer_timeout()
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if owner.has_hammer:
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owner.on_hammer_timeout()
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owner.skidding = false
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