Rotation & repair sounds / Explosion sound rename
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@@ -19,10 +19,11 @@ public class SoundPriority{
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beamMeltdown,
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beamLustre,
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beamPlasma,
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reactorExplosion,
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reactorExplosion2,
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coreExplode,
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blockExplodeElectricBig, blockExplodeExplosive
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explosionReactor,
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explosionReactor2,
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explosionReactorNeoplasm,
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explosionCore,
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blockExplodeElectricBig, blockExplodeExplosive, blockExplodeExplosiveAlt
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);
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//priority 1.5: big weapon sounds, not loops
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@@ -35,7 +36,14 @@ public class SoundPriority{
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shootCorvus,
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chargeCorvus,
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chargeVela,
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chargeLancer
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chargeLancer,
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shootReign,
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shootEclipse,
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shootArtillerySapBig,
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shootToxopidShotgun,
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beamPlasmaSmall,
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shootNavanax,
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explosionNavanax
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);
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//priority 1: ambient noises
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@@ -78,7 +86,7 @@ public class SoundPriority{
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//step sounds are low priority
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set(-2f, mechStep, mechStepHeavy, walkerStep, walkerStepSmall, walkerStepTiny, mechStepSmall);
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coreExplode.setFalloffOffset(100f);
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explosionCore.setFalloffOffset(100f);
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}
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static void max(int max, Sound... sounds){
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