public void PlayRageEffect(TriggerEffectExecuteEvent e, SingleNode <RageEffectComponent> effect, [JoinByTank] SelfTankNode tank, [JoinByTank] ICollection <SingleNode <InventoryCooldownStateComponent> > inventorySlots)
 {
     if (inventorySlots.Count != 0)
     {
         RageSoundEffectBehaviour.CreateRageSound(tank.rageSoundEffect.Asset);
     }
 }
 public static void CreateRageSound(RageSoundEffectBehaviour effectPrefab)
 {
     CreateSoundEffectInstance(effectPrefab, 1, 0.5f);
 }