mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
Don't play a terrain splash if the player didn't take damage.
This commit is contained in:
parent
a87a86198c
commit
8a428e69b6
1 changed files with 3 additions and 2 deletions
|
@ -738,12 +738,13 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
|
|||
}
|
||||
}
|
||||
|
||||
int damage = 0;
|
||||
if (ironfeet == NULL)
|
||||
{
|
||||
P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
|
||||
damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
|
||||
Terrains[floorType].DamageMOD);
|
||||
}
|
||||
if (Terrains[floorType].Splash != -1)
|
||||
if (damage > 0 && Terrains[floorType].Splash != -1)
|
||||
{
|
||||
S_Sound (player->mo, CHAN_AUTO,
|
||||
Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
|
||||
|
|
Loading…
Reference in a new issue