Use the softer explosion sound from s3k to go with the increased quantity of explosions.

This commit is contained in:
toaster 2019-08-13 20:24:24 +01:00
parent 324c584e5d
commit 35f90e3322
3 changed files with 10 additions and 10 deletions

View File

@ -4592,7 +4592,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_FACESTABBER_CHARGE1, // missilestate
S_FACESTABBER_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
3, // speed
32*FRACUNIT, // radius
72*FRACUNIT, // height
@ -5159,7 +5159,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE_RATK1, // missilestate
S_EGGMOBILE_DIE1, // deathstate
S_EGGMOBILE_FLEE1, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
4, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
@ -5294,7 +5294,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
(statenum_t)MT_EGGMOBILE2_POGO, // missilestate
S_EGGMOBILE2_DIE1, // deathstate
S_EGGMOBILE2_FLEE1,// xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
2*FRACUNIT, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
@ -5483,7 +5483,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE3_LAUGH1,// missilestate
S_EGGMOBILE3_DIE1, // deathstate
S_EGGMOBILE3_FLEE1, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
8*FRACUNIT, // speed
32*FRACUNIT, // radius
116*FRACUNIT, // height
@ -5591,7 +5591,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_EGGMOBILE4_RATK1,// missilestate
S_EGGMOBILE4_DIE1, // deathstate
S_EGGMOBILE4_FLEE1,// xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
0, // speed
24*FRACUNIT, // radius
76*FRACUNIT, // height
@ -6320,7 +6320,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_METALSONIC_SHOOT, // missilestate
S_METALSONIC_DEATH1,// deathstate
S_METALSONIC_FLEE1, // xdeathstate
sfx_s3k6e, // deathsound
sfx_s3kb4, // deathsound
MT_ENERGYBALL, // speed
16*FRACUNIT, // radius
48*FRACUNIT, // height
@ -6507,7 +6507,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_BOSSEXPLODE, // deathstate
S_SONIC3KBOSSEXPLOSION1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
38*FRACUNIT, // speed
@ -18936,7 +18936,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // missilestate
S_HIVEELEMENTAL_DIE1, // deathstate
S_NULL, // xdeathstate
sfx_cybdth, // deathsound
sfx_s3kb4, // deathsound
6*FRACUNIT, // speed
30*FRACUNIT, // radius
80*FRACUNIT, // height

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@ -7852,7 +7852,7 @@ void P_MobjThinker(mobj_t *mobj)
mobj->y + (P_RandomRange(r, -r) << FRACBITS),
mobj->z + (P_RandomKey(mobj->height >> FRACBITS) << FRACBITS),
MT_SONIC3KBOSSEXPLODE);
S_StartSound(explosion, sfx_cybdth);
S_StartSound(explosion, sfx_s3kb4);
}
if (mobj->movedir == DMG_DROWNED)
P_SetObjectMomZ(mobj, -FRACUNIT / 2, true); // slower fall from drowning

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@ -6514,7 +6514,7 @@ static void P_DoNiGHTSCapsule(player_t *player)
S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->y + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<<FRACBITS),
MT_SONIC3KBOSSEXPLODE),sfx_cybdth);
MT_SONIC3KBOSSEXPLODE),sfx_s3kb4);
}
else
{