Laser trap and item pad sound effects.

This commit is contained in:
Steve 2018-02-27 08:14:37 +00:00
parent 80f8af703a
commit a085a028b9
6 changed files with 7 additions and 0 deletions

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@ -313,6 +313,8 @@ enum
SND_MISSION_COMPLETE,
SND_HEART_CELL,
SND_TROPHY,
SND_ELECTRIC_HIT,
SND_ITEM_PAD,
SND_MAX
};

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@ -103,6 +103,8 @@ static void touch(Entity *other)
s->spriteFrame = 0;
updateObjective(s->name);
playBattleSound(SND_ITEM_PAD, s->uniqueId % MAX_SND_CHANNELS, s->x, s->y);
}
else if (!s->bobTouching)
{

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@ -27,5 +27,6 @@ extern void updateObjective(char *targetName);
extern void setGameplayMessage(int type, char *format, ...);
extern void removeItem(char *name);
extern Item *getItem(char *name);
extern void playBattleSound(int snd, int ch, int x, int y);
extern Entity *self;

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@ -139,6 +139,8 @@ static void touch(Entity *other)
}
playBattleSound(SND_FLESH_HIT, other->uniqueId % MAX_SND_CHANNELS, other->x, other->y);
playBattleSound(SND_ELECTRIC_HIT, self->uniqueId % MAX_SND_CHANNELS, self->x, self->y);
}
if (other == (Entity*)world.bob && world.bob->stunTimer == 0)