Add banana snipe sound effect to eggboxes & sinks

This commit is contained in:
Sally Cochenour 2019-03-05 22:02:41 -05:00
parent a3e00bdb0e
commit 171ca1670e
2 changed files with 5 additions and 1 deletions

View file

@ -411,6 +411,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
player->kartstuff[k_roulettetype] = 2; player->kartstuff[k_roulettetype] = 2;
} }
// Eggbox snipe!
if (special->type == MT_EGGMANITEM && special->health > 1)
S_StartSound(toucher, sfx_bsnipe);
{ {
mobj_t *poof = P_SpawnMobj(special->x, special->y, special->z, MT_EXPLODE); mobj_t *poof = P_SpawnMobj(special->x, special->y, special->z, MT_EXPLODE);
S_StartSound(poof, special->info->deathsound); S_StartSound(poof, special->info->deathsound);

View file

@ -853,7 +853,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->type == MT_PLAYER) if (thing->type == MT_PLAYER)
{ {
S_StartSound(NULL, sfx_cgot); //let all players hear it. S_StartSound(NULL, sfx_bsnipe); //let all players hear it.
HU_SetCEchoFlags(0); HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5); HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\was hit by a kitchen sink.\\\\\\\\", player_names[thing->player-players])); HU_DoCEcho(va("%s\\was hit by a kitchen sink.\\\\\\\\", player_names[thing->player-players]));