Changes pitch for working sound
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EpicKnarvik97/Blacksmith/pipeline/head This commit looks good
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@ -171,14 +171,14 @@ public abstract class Session implements Runnable {
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* @param sound <p>The sound to play</p>
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* @param sound <p>The sound to play</p>
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*/
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*/
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protected void playSound(Sound sound) {
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protected void playSound(Sound sound) {
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playSound(this.npc.getEntity(), sound, 1.0F);
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playSound(this.npc.getEntity(), sound);
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}
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}
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/**
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/**
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* Plays the working NPC sound
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* Plays the working NPC sound
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*/
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*/
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protected void playWorkSound() {
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protected void playWorkSound() {
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playSound(this.npc.getEntity(), Sound.ITEM_ARMOR_EQUIP_NETHERITE, 0.5f);
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playSound(this.npc.getEntity(), Sound.ITEM_ARMOR_EQUIP_NETHERITE);
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}
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}
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/**
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/**
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@ -186,15 +186,14 @@ public abstract class Session implements Runnable {
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*
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*
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* @param entity <p>The entity that should play the sound</p>
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* @param entity <p>The entity that should play the sound</p>
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* @param sound <p>The sound to play</p>
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* @param sound <p>The sound to play</p>
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* @param pitch <p>The pitch to play the sound at</p>
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*/
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*/
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private void playSound(@NotNull Entity entity, @NotNull Sound sound, float pitch) {
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private void playSound(@NotNull Entity entity, @NotNull Sound sound) {
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World world = entity.getLocation().getWorld();
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World world = entity.getLocation().getWorld();
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if (world == null) {
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if (world == null) {
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return;
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return;
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}
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}
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NPCSoundEvent event = new NPCSoundEvent(this.npc, this.player, SoundCategory.AMBIENT, sound, 0.5f, pitch);
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NPCSoundEvent event = new NPCSoundEvent(this.npc, this.player, SoundCategory.AMBIENT, sound, 0.5f, 1.0f);
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BlacksmithPlugin.getInstance().callEvent(event);
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BlacksmithPlugin.getInstance().callEvent(event);
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if (event.isCancelled()) {
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if (event.isCancelled()) {
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return;
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return;
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