cave->ckdelay_current += 1200;
gd_sound_play(cave, GD_S_EXPLODING, get(cave, x, y), x, y);
- if (is_player(cave, x, y))
- gd_sound_play(cave, GD_S_DYING, get(cave, x, y), x, y);
-
for (yy = y - 1; yy <= y + 1; yy++)
for (xx = x - 1; xx <= x + 1; xx++)
cell_explode(cave, xx, yy, explode_to);
// but may be set back to 15 if a dead player can be re-created from effects element)
if (cave->kill_player ||
(cave->player_state == GD_PL_LIVING && cave->player_seen_ago > cave->player_seen_ago_limit))
+ {
cave->player_state = GD_PL_DIED;
+ gd_sound_play(cave, GD_S_DYING, O_PLAYER, -1, -1);
+ }
+
// check if any voodoo exploded, and kill players the next scan if that happended.
if (cave->voodoo_touched)
cave->kill_player = TRUE;