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MT_CDUFO: Play a more generic initial destruction sound, because the one we were using is also played for getting a life in GP.
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@ -1622,7 +1622,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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break;
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case MT_CDUFO:
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S_StartSound(inflictor, sfx_cdfm73); // they don't make this sound in the original game but it's nice to have a "reward" for good play
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S_StartSound(inflictor, sfx_mbs60);
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target->momz = -(3*mapobjectscale)/2;
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target->fuse = 2*TICRATE;
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