Give water panels their unique sound back
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842e4e50c2
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1 changed files with 5 additions and 2 deletions
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@ -4934,7 +4934,7 @@ static void K_FlameDashLeftoverSmoke(mobj_t *src)
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}
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// Handle these else where to reduce code duplication between panels and sneakers
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static void K_SneakerPanelStackSound(player_t *player)
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static void K_SneakerPanelStackSound(player_t *player, INT32 type)
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{
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const sfxenum_t normalsfx = sfx_cdfm01;
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const sfxenum_t smallsfx = sfx_cdfm40;
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@ -4948,7 +4948,10 @@ static void K_SneakerPanelStackSound(player_t *player)
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S_StopSoundByID(player->mo, normalsfx);
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S_StopSoundByID(player->mo, smallsfx);
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S_StopSoundByID(player->mo, sfx_kc3c);
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S_StartSound(player->mo, sfx);
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if (type == SNEAKERTYPE_WATERPANEL)
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S_StartSound(player->mo, sfx_kc3c);
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}
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static void K_SneakerPanelEffect(player_t *player, INT32 type)
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@ -4994,7 +4997,7 @@ void K_DoSneaker(player_t *player, INT32 type)
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if (player->floorboost == 0 || player->floorboost == 3)
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{
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K_SneakerPanelStackSound(player);
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K_SneakerPanelStackSound(player, type);
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K_SpawnDashDustRelease(player, false);
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if (intendedboost > player->speedboost)
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player->karthud[khud_destboostcam] = FixedMul(FRACUNIT, FixedDiv((intendedboost - player->speedboost), intendedboost));
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