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package sound
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// Attack is a sound played when an entity, most notably a player, attacks another entity.
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type Attack struct {
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// Damage specifies if the attack actually dealt damage to the other entity. If set to false, the sound
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// will be different from when set to true.
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Damage bool
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sound
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}
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// Drowning is a sound played when an entity is drowning in water.
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type Drowning struct{ sound }
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// Burning is a sound played when an entity is on fire.
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type Burning struct{ sound }
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// Fall is a sound played when an entity falls and hits ground.
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type Fall struct {
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// Distance is the distance the entity has fallen.
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Distance float64
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sound
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}
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// Burp is a sound played when a player finishes eating an item.
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type Burp struct{ sound }
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// Pop is a sound played when a chicken lays an egg.
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type Pop struct{ sound }
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// Explosion is a sound played when an explosion happens, such as from a creeper or TNT.
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type Explosion struct{ sound }
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// Thunder is a sound played when lightning strikes the ground.
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type Thunder struct{ sound }
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// LevelUp is a sound played for a player whenever they level up.
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type LevelUp struct{ sound }
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// Experience is a sound played whenever a player picks up an XP orb.
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type Experience struct{ sound }
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// GhastWarning is a sound played when a ghast is ready to attack.
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type GhastWarning struct{ sound }
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// GhastShoot is a sound played when a ghast shoots a fire charge.
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type GhastShoot struct{ sound }
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// FireworkLaunch is a sound played when a firework is launched.
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type FireworkLaunch struct{ sound }
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// FireworkHugeBlast is a sound played when a huge sphere firework explodes.
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type FireworkHugeBlast struct{ sound }
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// FireworkBlast is a sound played when a small sphere firework explodes.
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type FireworkBlast struct{ sound }
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// FireworkTwinkle is a sound played when a firework explodes and should twinkle.
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type FireworkTwinkle struct{ sound }
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