/* uncover animation */
/* to play cover sound */
- gd_sound_play(game->cave, GD_S_COVER, O_COVERED, -1, -1);
+ gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
gd_sound_play_cave(game->cave);
counter_next = game->state_counter;
/* starting to cover. start cover sound. */
gd_cave_clear_sounds(game->cave);
- gd_sound_play(game->cave, GD_S_COVER, O_COVERED, -1, -1);
+ gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
/* to play cover sound */
gd_sound_play_cave(game->cave);
game->state_counter < GAME_INT_COVER_ALL)
{
/* covering. */
- gd_sound_play(game->cave, GD_S_COVER, O_COVERED, -1, -1);
+ gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
counter_next = game->state_counter;