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Use the softer explosion sound from s3k to go with the increased quantity of explosions.
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parent
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commit
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3 changed files with 10 additions and 10 deletions
16
src/info.c
16
src/info.c
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@ -4592,7 +4592,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_FACESTABBER_CHARGE1, // missilestate
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S_FACESTABBER_DIE1, // deathstate
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S_NULL, // xdeathstate
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sfx_cybdth, // deathsound
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sfx_s3kb4, // deathsound
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3, // speed
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32*FRACUNIT, // radius
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72*FRACUNIT, // height
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@ -5159,7 +5159,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_EGGMOBILE_RATK1, // missilestate
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S_EGGMOBILE_DIE1, // deathstate
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S_EGGMOBILE_FLEE1, // xdeathstate
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sfx_cybdth, // deathsound
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sfx_s3kb4, // deathsound
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4, // speed
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24*FRACUNIT, // radius
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76*FRACUNIT, // height
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@ -5294,7 +5294,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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(statenum_t)MT_EGGMOBILE2_POGO, // missilestate
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S_EGGMOBILE2_DIE1, // deathstate
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S_EGGMOBILE2_FLEE1,// xdeathstate
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sfx_cybdth, // deathsound
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sfx_s3kb4, // deathsound
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2*FRACUNIT, // speed
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24*FRACUNIT, // radius
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76*FRACUNIT, // height
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@ -5483,7 +5483,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_EGGMOBILE3_LAUGH1,// missilestate
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S_EGGMOBILE3_DIE1, // deathstate
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S_EGGMOBILE3_FLEE1, // xdeathstate
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sfx_cybdth, // deathsound
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sfx_s3kb4, // deathsound
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8*FRACUNIT, // speed
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32*FRACUNIT, // radius
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116*FRACUNIT, // height
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@ -5591,7 +5591,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_EGGMOBILE4_RATK1,// missilestate
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S_EGGMOBILE4_DIE1, // deathstate
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S_EGGMOBILE4_FLEE1,// xdeathstate
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sfx_cybdth, // deathsound
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sfx_s3kb4, // deathsound
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0, // speed
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24*FRACUNIT, // radius
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76*FRACUNIT, // height
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@ -6320,7 +6320,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_METALSONIC_SHOOT, // missilestate
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S_METALSONIC_DEATH1,// deathstate
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S_METALSONIC_FLEE1, // xdeathstate
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sfx_s3k6e, // deathsound
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sfx_s3kb4, // deathsound
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MT_ENERGYBALL, // speed
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16*FRACUNIT, // radius
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48*FRACUNIT, // height
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@ -6507,7 +6507,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_BOSSEXPLODE, // deathstate
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S_SONIC3KBOSSEXPLOSION1, // deathstate
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S_NULL, // xdeathstate
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sfx_cybdth, // deathsound
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38*FRACUNIT, // speed
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@ -18936,7 +18936,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL, // missilestate
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S_HIVEELEMENTAL_DIE1, // deathstate
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S_NULL, // xdeathstate
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sfx_cybdth, // deathsound
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sfx_s3kb4, // deathsound
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6*FRACUNIT, // speed
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30*FRACUNIT, // radius
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80*FRACUNIT, // height
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@ -7852,7 +7852,7 @@ void P_MobjThinker(mobj_t *mobj)
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mobj->y + (P_RandomRange(r, -r) << FRACBITS),
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mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
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MT_SONIC3KBOSSEXPLODE);
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S_StartSound(explosion, sfx_cybdth);
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S_StartSound(explosion, sfx_s3kb4);
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}
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if (mobj->movedir == DMG_DROWNED)
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P_SetObjectMomZ(mobj, -FRACUNIT / 2, true); // slower fall from drowning
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@ -6514,7 +6514,7 @@ static void P_DoNiGHTSCapsule(player_t *player)
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S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<<FRACBITS),
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player->capsule->y + ((P_SignedRandom()/2)<<FRACBITS),
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player->capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<<FRACBITS),
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MT_SONIC3KBOSSEXPLODE),sfx_cybdth);
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MT_SONIC3KBOSSEXPLODE),sfx_s3kb4);
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}
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else
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{
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