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Give the Robo-Hood a cute jump sound whenever it's fleeing you.
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2 changed files with 2 additions and 1 deletions
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@ -4692,7 +4692,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_ROBOHOOD_STAND, // seestate
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sfx_None, // seesound
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TICRATE, // reactiontime
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sfx_None, // attacksound
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sfx_ngjump, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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@ -1731,6 +1731,7 @@ void A_HoodThink(mobj_t *actor)
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// Target dangerously close to robohood, retreat then.
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if ((dm < 256<<FRACBITS) && (abs(dz) < 128<<FRACBITS))
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{
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S_StartSound(actor, actor->info->attacksound);
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P_SetMobjState(actor, actor->info->raisestate);
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return;
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}
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