{
case O_NUT:
case O_NUT_F:
- if (cave->nut_sound)
- gd_sound_play(cave, GD_S_NUT, element, x, y);
+ gd_sound_play(cave, GD_S_NUT, element, x, y);
break;
case O_STONE:
case O_MEGA_STONE_F:
case O_WAITING_STONE:
case O_CHASING_STONE:
- if (cave->stone_sound)
- gd_sound_play(cave, GD_S_STONE, element, x, y);
+ gd_sound_play(cave, GD_S_STONE, element, x, y);
break;
case O_NITRO_PACK:
case O_NITRO_PACK_F:
- if (cave->nitro_sound)
- gd_sound_play(cave, GD_S_NITRO, element, x, y);
+ gd_sound_play(cave, GD_S_NITRO, element, x, y);
break;
case O_FALLING_WALL:
case O_FALLING_WALL_F:
- if (cave->falling_wall_sound)
- gd_sound_play(cave, GD_S_FALLING_WALL, element, x, y);
+ gd_sound_play(cave, GD_S_FALLING_WALL, element, x, y);
break;
case O_H_EXPANDING_WALL:
case O_H_EXPANDING_STEEL_WALL:
case O_V_EXPANDING_STEEL_WALL:
case O_EXPANDING_STEEL_WALL:
- if (cave->expanding_wall_sound)
- gd_sound_play(cave, GD_S_EXPANDING_WALL, element, x, y);
+ gd_sound_play(cave, GD_S_EXPANDING_WALL, element, x, y);
break;
case O_DIAMOND:
case O_DIAMOND_F:
case O_FLYING_DIAMOND:
case O_FLYING_DIAMOND_F:
- if (cave->diamond_sound)
- gd_sound_play(cave, GD_S_DIAMOND_RANDOM, element, x, y);
+ gd_sound_play(cave, GD_S_DIAMOND_RANDOM, element, x, y);
break;
case O_BLADDER_SPENDER:
- if (cave->bladder_spender_sound)
- gd_sound_play(cave, GD_S_BLADDER_SPENDER, element, x, y);
+ gd_sound_play(cave, GD_S_BLADDER_SPENDER, element, x, y);
break;
case O_PRE_CLOCK_1:
- if (cave->bladder_convert_sound)
- gd_sound_play(cave, GD_S_BLADDER_CONVERT, element, x, y);
+ gd_sound_play(cave, GD_S_BLADDER_CONVERT, element, x, y);
break;
case O_SLIME:
- if (cave->slime_sound)
- gd_sound_play(cave, GD_S_SLIME, element, x, y);
+ gd_sound_play(cave, GD_S_SLIME, element, x, y);
break;
case O_LAVA:
- if (cave->lava_sound)
- gd_sound_play(cave, GD_S_LAVA, element, x, y);
+ gd_sound_play(cave, GD_S_LAVA, element, x, y);
break;
case O_ACID:
- if (cave->acid_spread_sound)
- gd_sound_play(cave, GD_S_ACID_SPREAD, element, x, y);
+ gd_sound_play(cave, GD_S_ACID_SPREAD, element, x, y);
break;
case O_BLADDER:
- if (cave->bladder_sound)
- gd_sound_play(cave, GD_S_BLADDER_MOVE, element, x, y);
+ gd_sound_play(cave, GD_S_BLADDER_MOVE, element, x, y);
break;
case O_BITER_1:
case O_BITER_2:
case O_BITER_3:
case O_BITER_4:
- if (cave->biter_sound)
- gd_sound_play(cave, GD_S_BITER_EAT, element, x, y);
+ gd_sound_play(cave, GD_S_BITER_EAT, element, x, y);
break;
case O_DIRT_BALL:
store(cave, x, y, bouncing);
store_dir(cave, x, y, fall_dir, cave->nut_turns_to_when_crushed);
- if (cave->nut_sound)
- gd_sound_play(cave, GD_S_NUT_CRACK, O_NUT, x, y);
+ gd_sound_play(cave, GD_S_NUT_CRACK, O_NUT, x, y);
return TRUE;
}
}
/* if biter did move, we had sound. play it. */
- if (made_sound_of!=O_NONE)
+ if (made_sound_of != O_NONE)
play_sound_of_element(cave, made_sound_of, x, y);
}
break;
/* cave 3 sounds. precedence is controlled by the sound_play function. */
/* but we have to check amoeba&magic together as they had a different gritty sound when mixed */
- if (found_water && cave->water_sound)
+ if (found_water)
gd_sound_play(cave, GD_S_WATER, O_WATER, -1, -1);
magic_sound = (cave->magic_wall_state == GD_MW_ACTIVE &&
}
/* pneumatic hammer sound - overrides everything. */
- if (cave->pneumatic_hammer_active_delay > 0 && cave->pneumatic_hammer_sound)
+ if (cave->pneumatic_hammer_active_delay > 0)
gd_sound_play(cave, GD_S_PNEUMATIC_HAMMER, O_PNEUMATIC_HAMMER, -1, -1);
/* CAVE VARIABLES */
if (cave->gravity_will_change == 0)
{
cave->gravity = cave->gravity_next_direction;
- if (cave->gravity_change_sound)
- gd_sound_play(cave, GD_S_GRAVITY_CHANGE, O_GRAVITY_SWITCH, -1, -1); /* takes precedence over amoeba and magic wall sound */
+ gd_sound_play(cave, GD_S_GRAVITY_CHANGE, O_GRAVITY_SWITCH, -1, -1); /* takes precedence over amoeba and magic wall sound */
}
}
if (cave->creatures_direction_will_change == 0)
{
- if (cave->creature_direction_auto_change_sound)
- gd_sound_play(cave, GD_S_SWITCH_CREATURES, O_CREATURE_SWITCH, -1, -1);
+ gd_sound_play(cave, GD_S_SWITCH_CREATURES, O_CREATURE_SWITCH, -1, -1);
cave->creatures_backwards = !cave->creatures_backwards;
cave->creatures_direction_will_change =