Use Reverb for ring burnout sound
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43ece4d257
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1d1a4c83eb
2 changed files with 11 additions and 17 deletions
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@ -9064,7 +9064,14 @@ INT32 K_GetKartRingPower(const player_t *player, boolean boosted)
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if (player->ringtime == finalPower*ringcap)
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{
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if (P_IsLocalPlayer(player))
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S_StartSound(NULL, sfx_cdfm66);
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{
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efx_t efx;
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S_InitEFXArray(&efx);
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efx.type = EFFECT_REVERB;
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efx.var5 = 6;
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S_StartSoundAtVolumeEx(NULL, sfx_cdfm66, 255, &efx);
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}
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}
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else if (player->ringtime > finalPower*(ringcap+(ringcap/2)))
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{
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@ -3234,24 +3234,11 @@ void A_AttractChase(void *thing)
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actor->target->player->ringboost += K_GetKartRingPower(actor->target->player, true);
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actor->target->player->ringtime += K_GetKartRingPower(actor->target->player, true);
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//#define EFXTEST
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#ifdef EFXTEST
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efx_t efx;
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S_InitEFXArray(&efx);
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efx.type = EFFECT_REVERB;
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efx.var5 = 5.9;
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S_StartSoundAtVolumeEx(actor->target, sfx_s1b5, actor->target->player->ringvolume, &efx);
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#else
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S_StartSoundAtVolume(actor->target, sfx_s1b5, actor->target->player->ringvolume);
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#endif
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if (actor->target->player->rings <= 10)
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{
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#ifdef EFXTEST
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S_StartSoundAtVolumeEx(actor->target, sfx_ringlw, 255 - actor->target->player->rings*10, &efx);
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#else
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S_StartSoundAtVolume(actor->target, sfx_ringlw, 255 - actor->target->player->rings*10);
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#endif
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}
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if (actor->target->player->ringboost > (4*TICRATE + TICRATE/2))
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@ -11504,11 +11491,11 @@ void A_EggMinePop(void *thing)
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poof = P_SpawnMobj(actor->x, actor->y, actor->z, MT_EXPLODE);
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S_StartSound(poof, actor->info->deathsound);
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if (!(actor->target && actor->target->player)) return;
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player = actor->target->player;
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landMine = P_SpawnMobj(actor->x, actor->y, actor->z + actor->height/2, MT_LANDMINE);
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K_FlipFromObject(landMine, actor);
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landMine->threshold = 10;
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