// the active pneumatic hammer itself
case O_PNEUMATIC_ACTIVE_RIGHT:
case O_PNEUMATIC_ACTIVE_LEFT:
+ // pneumatic hammer sound
+ if (cave->pneumatic_hammer_active_delay > 0)
+ gd_sound_play(cave, GD_S_PNEUMATIC_HAMMER, O_PNEUMATIC_HAMMER, -1, -1);
+
if (cave->pneumatic_hammer_active_delay == 0)
{
GdElement new_elem;
play_sound_of_element(cave, O_AMOEBA, -1, -1);
}
- // pneumatic hammer sound - overrides everything.
- if (cave->pneumatic_hammer_active_delay > 0)
- gd_sound_play(cave, GD_S_PNEUMATIC_HAMMER, O_PNEUMATIC_HAMMER, -1, -1);
-
// ============================================================================
// CAVE VARIABLES