game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
game.centered_player_nr_next = game.centered_player_nr;
game.set_centered_player = FALSE;
+ game.set_centered_player_fast = FALSE;
if (network_playing && tape.recording)
{
switch (sample)
{
- case SAMPLE_blank:
+ case SOUND_blank:
PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
break;
- case SAMPLE_roll:
+ case SOUND_roll:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case SAMPLE_stone:
+ case SOUND_stone:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_nut:
+ case SOUND_nut:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_crack:
+ case SOUND_crack:
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
break;
- case SAMPLE_bug:
+ case SOUND_bug:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_tank:
+ case SOUND_tank:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_android_clone:
+ case SOUND_android_clone:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_android_move:
+ case SOUND_android_move:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_spring:
+ case SOUND_spring:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_slurp:
+ case SOUND_slurp:
PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
break;
- case SAMPLE_eater:
+ case SOUND_eater:
PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
break;
- case SAMPLE_eater_eat:
+ case SOUND_eater_eat:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case SAMPLE_alien:
+ case SOUND_alien:
PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_collect:
+ case SOUND_collect:
PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
break;
- case SAMPLE_diamond:
+ case SOUND_diamond:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_squash:
+ case SOUND_squash:
// !!! CHECK THIS !!!
#if 1
PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
#endif
break;
- case SAMPLE_wonderfall:
+ case SOUND_wonderfall:
PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
break;
- case SAMPLE_drip:
+ case SOUND_drip:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
- case SAMPLE_push:
+ case SOUND_push:
PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
break;
- case SAMPLE_dirt:
+ case SOUND_dirt:
PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
- case SAMPLE_acid:
+ case SOUND_acid:
PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
break;
- case SAMPLE_ball:
+ case SOUND_ball:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_grow:
+ case SOUND_slide:
PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
break;
- case SAMPLE_wonder:
+ case SOUND_wonder:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_door:
+ case SOUND_door:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_exit_open:
+ case SOUND_exit_open:
PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
break;
- case SAMPLE_exit_leave:
+ case SOUND_exit_leave:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_dynamite:
+ case SOUND_dynamite:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
- case SAMPLE_tick:
+ case SOUND_tick:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_press:
+ case SOUND_press:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
break;
- case SAMPLE_wheel:
+ case SOUND_wheel:
PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
- case SAMPLE_boom:
+ case SOUND_boom:
PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
break;
- case SAMPLE_die:
+ case SOUND_die:
PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
break;
- case SAMPLE_time:
+ case SOUND_time:
PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
break;