Play pop sound when no blood option selected.
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09487a5eb9
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@ -322,6 +322,7 @@ enum
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SND_ELECTRIC_HIT,
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SND_ELECTRIC_HIT,
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SND_ITEM_PAD,
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SND_ITEM_PAD,
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SND_POWER_POOL,
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SND_POWER_POOL,
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SND_POP,
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SND_MAX
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SND_MAX
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};
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};
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@ -368,7 +368,14 @@ static void doDying(void)
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world.state = WS_GAME_OVER;
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world.state = WS_GAME_OVER;
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if (app.config.blood)
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{
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playSound(SND_SPLAT, world.bob->uniqueId % MAX_SND_CHANNELS);
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playSound(SND_SPLAT, world.bob->uniqueId % MAX_SND_CHANNELS);
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}
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else
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{
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playSound(SND_POP, world.bob->uniqueId % MAX_SND_CHANNELS);
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}
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game.stats[STAT_DEATHS]++;
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game.stats[STAT_DEATHS]++;
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}
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}
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@ -47,6 +47,7 @@ extern int rrnd(int low, int high);
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extern void setGameplayMessage(int type, char *format, ...);
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extern void setGameplayMessage(int type, char *format, ...);
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extern void throwFleshChunks(float x, float y, int amount);
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extern void throwFleshChunks(float x, float y, int amount);
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extern App app;
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extern Dev dev;
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extern Dev dev;
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extern Game game;
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extern Game game;
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extern World world;
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extern World world;
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@ -94,7 +94,14 @@ static void die2(void)
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my = (int) (u->y / MAP_TILE_SIZE) + 1;
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my = (int) (u->y / MAP_TILE_SIZE) + 1;
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addBloodDecal(mx, my);
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addBloodDecal(mx, my);
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playBattleSound(SND_SPLAT, u->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
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if (app.config.blood)
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{
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playBattleSound(SND_SPLAT, world.bob->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
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}
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else
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{
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playBattleSound(SND_POP, world.bob->uniqueId % MAX_SND_CHANNELS, u->x, u->y);
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}
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}
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}
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}
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}
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@ -174,6 +174,7 @@ static void loadSounds(void)
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sounds[SND_ELECTRIC_HIT] = loadSound("sound/46501__phreaksaccount__welder1.ogg");
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sounds[SND_ELECTRIC_HIT] = loadSound("sound/46501__phreaksaccount__welder1.ogg");
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sounds[SND_ITEM_PAD] = loadSound("sound/319996__kenrt__ratchet.ogg");
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sounds[SND_ITEM_PAD] = loadSound("sound/319996__kenrt__ratchet.ogg");
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sounds[SND_POWER_POOL] = loadSound("sound/235737__copyc4t__tf-power-tools.ogg");
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sounds[SND_POWER_POOL] = loadSound("sound/235737__copyc4t__tf-power-tools.ogg");
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sounds[SND_POP] = loadSound("sound/83237__mlestn1__pop.ogg");
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sounds[SND_MISSION_COMPLETE] = loadSound("sound/113989__kastenfrosch__gewonnen.ogg");
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sounds[SND_MISSION_COMPLETE] = loadSound("sound/113989__kastenfrosch__gewonnen.ogg");
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sounds[SND_TROPHY] = loadSound("sound/278142__ricemaster__effect-notify.ogg");
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sounds[SND_TROPHY] = loadSound("sound/278142__ricemaster__effect-notify.ogg");
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