break;
case SAMPLE_bug:
- PlayLevelSoundElementAction(x, y, EL_BUG, ACTION_MOVING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
case SAMPLE_tank:
- PlayLevelSoundElementAction(x, y, EL_SPACESHIP, ACTION_MOVING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
break;
- case SAMPLE_android:
+ case SAMPLE_android_clone:
PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
break;
+ case SAMPLE_android_move:
+ PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
+ break;
+
case SAMPLE_spring:
PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
break;
break;
case SAMPLE_eater:
- PlayLevelSoundElementAction(x, y, EL_YAMYAM, ACTION_WAITING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
+ break;
+
+ case SAMPLE_eater_eat:
+ PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
break;
case SAMPLE_alien:
break;
case SAMPLE_squash:
+ /* !!! CHECK THIS !!! */
+#if 1
+ PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
+#else
PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
+#endif
break;
case SAMPLE_wonderfall:
- PlayLevelSoundElementAction(x, y, EL_MAGIC_WALL, ACTION_FILLING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
break;
case SAMPLE_drip:
break;
case SAMPLE_acid:
- PlayLevelSound(x, y, SND_ACID_SPLASHING);
+ PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
break;
case SAMPLE_ball:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
- case SAMPLE_exit:
+ case SAMPLE_exit_open:
+ PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
+ break;
+
+ case SAMPLE_exit_leave:
PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
break;
break;
case SAMPLE_wheel:
- PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
+ PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
break;
case SAMPLE_boom:
PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
break;
- case SAMPLE_time:
- PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
- break;
-
case SAMPLE_die:
PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
break;
+ case SAMPLE_time:
+ PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
+ break;
+
default:
PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
break;