Give water panels their unique sound back

This commit is contained in:
NepDisk 2026-02-15 01:11:32 -05:00
parent 842e4e50c2
commit d13bb699de

View file

@ -4934,7 +4934,7 @@ static void K_FlameDashLeftoverSmoke(mobj_t *src)
}
// Handle these else where to reduce code duplication between panels and sneakers
static void K_SneakerPanelStackSound(player_t *player)
static void K_SneakerPanelStackSound(player_t *player, INT32 type)
{
const sfxenum_t normalsfx = sfx_cdfm01;
const sfxenum_t smallsfx = sfx_cdfm40;
@ -4948,7 +4948,10 @@ static void K_SneakerPanelStackSound(player_t *player)
S_StopSoundByID(player->mo, normalsfx);
S_StopSoundByID(player->mo, smallsfx);
S_StopSoundByID(player->mo, sfx_kc3c);
S_StartSound(player->mo, sfx);
if (type == SNEAKERTYPE_WATERPANEL)
S_StartSound(player->mo, sfx_kc3c);
}
static void K_SneakerPanelEffect(player_t *player, INT32 type)
@ -4994,7 +4997,7 @@ void K_DoSneaker(player_t *player, INT32 type)
if (player->floorboost == 0 || player->floorboost == 3)
{
K_SneakerPanelStackSound(player);
K_SneakerPanelStackSound(player, type);
K_SpawnDashDustRelease(player, false);
if (intendedboost > player->speedboost)
player->karthud[khud_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->speedboost), intendedboost));