case Xbug_gos:
case Xbug_gow:
Cave[y-1][x] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y-1][x] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x+1] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x+1] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y+1][x] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y+1][x] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xbug_gos:
case Xbug_gow:
Cave[y][x-1] = Xboom_bug;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
case Xtank_n:
case Xtank_gos:
case Xtank_gow:
Cave[y][x-1] = Xboom_bomb;
+#if 0
+ play_element_sound(x, y, SAMPLE_boom, Zplayer);
+#endif
break;
}
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_sound(x, y, SAMPLE_exit);
+ play_element_sound(x, y, SAMPLE_exit, Xexit_1);
break;
default:
- play_sound(x, y, SAMPLE_die);
+ play_element_sound(x, y, SAMPLE_die, Zplayer);
break;
}
if (++ply->dynamite_cnt == 5 && ply->dynamite)
{
Cave[y][x] = Xdynamite_1;
- play_sound(x, y, SAMPLE_dynamite);
+ play_element_sound(x, y, SAMPLE_dynamite, Xdynamite_1);
ply->dynamite--;
}
}
case Yacid_splash_wB:
Cave[y][x] = Zplayer;
Next[y][x] = Zplayer;
- play_sound(x, y, SAMPLE_blank);
+ play_element_sound(x, y, SAMPLE_blank, Xblank);
ply->anim = SPR_walk + anim;
ply->x = x;
ply->y = y;
Cave[y][x+dx] = dx > 0 ? Yspring_kill_e : Yspring_kill_w;
Next[y][x] = Zplayer;
Next[y][x+dx] = dx > 0 ? Xspring_e : Xspring_w;
- play_sound(x, y, SAMPLE_slurp);
+ play_element_sound(x, y, SAMPLE_slurp, Xalien);
lev.score += lev.slurp_score;
ply->x = x;
break;
case Xexit_1:
case Xexit_2:
case Xexit_3:
- play_sound(x, y, SAMPLE_exit);
+ play_element_sound(x, y, SAMPLE_exit, Xexit_1);
if (--lev.home == 0)
lev.score += lev.time * lev.exit_score / 100;
ply->anim = SPR_walk + anim;