Adds burst sound to eldritch blast
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@ -87,6 +87,7 @@ load_effects(void)
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effects[CHEST_OPEN] = load_effect("Sounds/FX/chest_open.wav");
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effects[FADE_IN] = load_effect("Sounds/FX/fade_in.wav");
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effects[FADE_OUT] = load_effect("Sounds/FX/fade_out.wav");
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effects[BURST] = load_effect("Sounds/FX/burst.wav");
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}
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void
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@ -63,6 +63,7 @@ typedef enum Fx_t {
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CHEST_OPEN,
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FADE_IN,
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FADE_OUT,
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BURST,
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LAST_EFFECT
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} Fx;
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@ -35,6 +35,7 @@
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#include "texturecache.h"
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#include "trap.h"
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#include "object.h"
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#include "mixer.h"
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static void
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monster_set_sprite_clip_for_current_state(Monster *m)
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@ -145,6 +146,7 @@ sorcerer_blast(Monster *m, RoomMatrix *rm)
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{
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gui_log("%s creates a magical explosion", m->label);
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particle_engine_eldritch_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
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mixer_play_effect(BURST);
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damage_surroundings(m, rm);
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}
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@ -159,6 +161,7 @@ assassin_cloak_effect(Monster *m, bool cloak)
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particle_engine_fire_explosion(m->sprite->pos, DIM(TILE_DIMENSION, TILE_DIMENSION));
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m->sprite->hidden = cloak;
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m->stateIndicator.sprite->hidden = cloak;
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mixer_play_effect(cloak ? FADE_OUT : FADE_IN);
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}
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