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Don't treat movement noises as provocative #56616

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kevingranade
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Summary

Balance "Stop zombies from smashing based on footsteps"

Purpose of change

Some testing indicated that the scourge of zombie bash parties had returned, after some quick investigation the primary cause seems to be that in #44751 "movement" was set to count as provocative, which can sometimes sustain zombie smashing, and looking over what sounds count as "movement" it's the wrong thing to do anyway.

Describe the solution

Adjusted sounds::is_provocative() to return false for movement.

Describe alternatives you've considered

Remove the whole provocative thing entirely? But I think it's anice thing to have even at a reduced scope, talking will give you away and trigger an aggressive response.

Testing

Debug invisibility and no scent, spawn a vehicle, spawn a bunch of zombies. Smash the vehicle to attract the zombies.
Before this change zombies would aggro at other zombies walking around and smash the vehicle, afterwards they remain calm unless they see or smell the player.

@github-actions github-actions bot added Game: Balance Balancing of (existing) in-game features. [C++] Changes (can be) made in C++. Previously named `Code` astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Apr 5, 2022
@esotericist esotericist merged commit c1f4cf8 into CleverRaven:master Apr 5, 2022
@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Apr 5, 2022
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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions [C++] Changes (can be) made in C++. Previously named `Code` Game: Balance Balancing of (existing) in-game features. json-styled JSON lint passed, label assigned by github actions
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