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Animation sound notes fire we_anim_sfx; effect offsets follow the owner's facing - #50
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The blacksmith hammered in silence: nothing posted DS1's we_anim_sfx when a
clip crossed a sound note, so his blacksmith_hammer trigger (sparks plus
s_e_env_hammer_anvil) never ran. Non-hero actors now dispatch each note
once per loop. Trigger rows match the note number in
receive_world_message("we_anim_sfx",n) and only queue messages they listen
for, so a looping clip no longer floods a row's inbox. An effect offset
without its own target now uses the owner's facing and live position: the
sparks land on the anvil instead of 0.8 m behind him (world +Z).
`prs info` lists each clip's notes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit a6f0871992242fb3e7436f4673edb57c15adb5fc)
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Split out of #36 (one fix per PR, as suggested there).
Nothing posted DS1's
we_anim_sfxwhen a clip crossed a sound note, so the blacksmith'sblacksmith_hammertrigger (sparks +s_e_env_hammer_anvil) never ran.receive_world_message("we_anim_sfx",n)and only queue messages they listen for, so a looping clip can't flood a row's 4-slot inbox.prs infolists each clip's notes.The blacksmith only hammers once #48 lets him play
chore_fidget; the two are independent code-wise.Checks: rebased on
main(bef1f38);dotnet build SiegeFX.sln -c Release -warnaserrorclean;dotnet testpasses (newAnimSfxTests,SfxOwnerFacingTests, data-free). Play-tested: sparks and the anvil sound on the blacksmith's hammer strikes.🤖 Generated with Claude Code