In the entity tear class (init_tear), there is a variable called _unkBool that when set to true, most likely prevents init sounds from playing, a new function or a simple variable that could just be called something like EntityTear:PreventInitSFX(bool) or EntityTear.MuteSound = bool or something like that would be really handy for custom tear variants!
Another idea is that instead of a function or a variable, this could be a customtag for tear entities only, similar to what familiars have. So having something like customTags="tearmutesound" could also do the trick!
In the entity tear class (init_tear), there is a variable called _unkBool that when set to true, most likely prevents init sounds from playing, a new function or a simple variable that could just be called something like
EntityTear:PreventInitSFX(bool)
orEntityTear.MuteSound = bool
or something like that would be really handy for custom tear variants!Another idea is that instead of a function or a variable, this could be a customtag for tear entities only, similar to what familiars have. So having something like
customTags="tearmutesound"
could also do the trick!