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fixed bug with looping death sound when killed by voodoo in BD engine
author
Holger Schemel
<holger.schemel@virtion.de>
Sat, 18 Jan 2025 11:28:15 +0000
(12:28 +0100)
committer
Holger Schemel
<holger.schemel@virtion.de>
Sat, 18 Jan 2025 11:28:19 +0000
(12:28 +0100)
src/game_bd/bd_caveengine.c
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diff --git
a/src/game_bd/bd_caveengine.c
b/src/game_bd/bd_caveengine.c
index 7e79685e4ccec6f336c3d9b57541c184eee82f6d..17acfafca0f1edcc22d350bde178b3afdfdbf281 100644
(file)
--- a/
src/game_bd/bd_caveengine.c
+++ b/
src/game_bd/bd_caveengine.c
@@
-4168,9
+4168,10
@@
void gd_cave_iterate(GdCave *cave, GdDirection player_move, boolean player_fire,
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;
+ if (cave->player_state != GD_PL_DIED)
+ gd_sound_play(cave, GD_S_DYING, O_PLAYER, -1, -1);
-
gd_sound_play(cave, GD_S_DYING, O_PLAYER, -1, -1)
;
+
cave->player_state = GD_PL_DIED
;
}
// check if any voodoo exploded, and kill players the next scan if that happended.