Sound effects

source from the bail vfx object, so they should cancel if the effect ends early
also audible to other players
This commit is contained in:
Ashnal 2025-06-23 19:34:19 -04:00
parent fffe84fd18
commit 3cd254d947
2 changed files with 9 additions and 0 deletions

View file

@ -13965,6 +13965,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
if ((P_PlayerInPain(player) && player->bailcharge == 1) || (grounded && P_PlayerInPain(player) && player->bailcharge == 2)) // this is brittle ..
{
mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAILCHARGE);
S_StartSound(bail, sfx_gshb9);
P_SetTarget(&bail->target, player->mo);
bail->renderflags |= RF_FULLBRIGHT; // set fullbright here, were gonna animate frames in the thinker and it saves us from setting FF_FULLBRIGHT every frame
}
@ -13979,6 +13980,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->bailcharge = 0;
mobj_t *bail = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_BAIL);
S_StartSound(bail, sfx_kc33);
P_SetTarget(&bail->target, player->mo);
UINT32 debtrings = 20;

View file

@ -16,6 +16,7 @@
#include "../info.h"
#include "../k_kart.h"
#include "../p_local.h"
#include "../s_sound.h"
void Obj_BailThink (mobj_t *aura)
{
@ -56,6 +57,12 @@ void Obj_BailChargeThink (mobj_t *aura)
mobj_t *mo = aura->target;
player_t *player = mo->player;
// play sound
if (aura->target->player->bailcharge == 34 || aura->target->player->bailcharge == 34)
{
S_StartSound(aura, sfx_kc4e);
}
// Follow player
aura->flags &= ~(MF_NOCLIPTHING);
P_MoveOrigin(aura, mo->x, mo->y, mo->z + mo->height/2);