Adds the bash sound effect
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@ -81,6 +81,7 @@ load_effects(void)
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effects[DAGGER_PICKUP] = load_effect("Sounds/FX/dagger_pickup.wav");
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effects[FALL0] = load_effect("Sounds/FX/fall0.wav");
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effects[FALL1] = load_effect("Sounds/FX/fall1.wav");
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effects[SLAM] = load_effect("Sounds/FX/slam.wav");
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}
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void
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@ -57,6 +57,7 @@ typedef enum Fx_t {
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PLAYER_HIT1,
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PLAYER_HIT2,
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DAGGER_PICKUP,
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SLAM,
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LAST_EFFECT
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} Fx;
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25
src/skill.c
25
src/skill.c
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@ -195,7 +195,7 @@ skill_bash(Skill *skill, SkillData *data)
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animation_run(data->player->swordAnimation);
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Monster *monster = data->matrix->spaces[targetPos.x][targetPos.y].monster;
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mixer_play_effect(SWING1);
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mixer_play_effect(SWING0);
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if (monster) {
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gui_log("You bash %s with your shield", monster->lclabel);
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unsigned int dmg = stats_fight(&data->player->stats, &monster->stats);
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@ -205,7 +205,7 @@ skill_bash(Skill *skill, SkillData *data)
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gui_log("%s seems dazed and confused", monster->label);
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monster_set_stunned(monster);
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}
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mixer_play_effect(SWORD_HIT);
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mixer_play_effect(SLAM);
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data->player->stat_data.hits += 1;
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} else {
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gui_log("You missed %s", monster->lclabel);
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@ -368,21 +368,32 @@ create_charge(void)
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Skill*
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skill_create(enum SkillType t)
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{
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Skill *skill;
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switch (t) {
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case FLURRY:
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return create_flurry();
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skill = create_flurry();
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break;
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case SIP_HEALTH:
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return create_sip_health();
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skill = create_sip_health();
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break;
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case CHARGE:
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return create_charge();
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skill = create_charge();
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break;
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case DAGGER_THROW:
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return create_throw_dagger();
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skill = create_throw_dagger();
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break;
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case BASH:
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return create_bash();
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skill = create_bash();
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break;
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default:
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fatal("Unknown SkillType %u", (unsigned int) t);
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return NULL;
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}
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#ifdef DEBUG
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skill->levelcap = 1;
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#endif
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return skill;
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}
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void
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