Add more sound effect implementations
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@@ -779,7 +779,6 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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private void PlayAttackAnimation()
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{
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var weapon = (Weapon)EquipmentComponent.EquippedWeapon.Value;
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SfxDatabase.Instance.Play(weapon.SoundEffect);
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WeaponAnimations.SetSpeedScale((float)weapon.AttackSpeed);
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var potentialAnimName = weapon.Stats.Name;
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if (WeaponAnimations.HasAnimation(potentialAnimName))
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@@ -958,7 +957,10 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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if (rng.Randf() <= rustChance)
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{
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if (rng.Randf() >= 0.5f && ((Accessory)EquipmentComponent.EquippedAccessory.Value).AccessoryTag != AccessoryTag.StatusEffectImmunity && ((Armor)EquipmentComponent.EquippedArmor.Value).ArmorTag != ArmorTag.ImmuneToRust)
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{
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StatusEffectComponent.Rust.OnNext(true);
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SfxDatabase.Instance.Play(SoundEffect.Rust);
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}
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else
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enemy.StatusEffectComponent.Rust.OnNext(true);
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}
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