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Talk Point: plays sound effect for player who touches it (unless set to invisible)
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3 changed files with 10 additions and 0 deletions
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@ -100,6 +100,11 @@ struct TalkPoint : Mobj
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collect(kCollectDuration);
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}
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if (!invisible() && P_IsDisplayPlayer(&players[i]))
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{
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S_StartSound(nullptr, sfx_hint);
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}
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break;
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}
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}
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@ -1263,6 +1263,8 @@ sfxinfo_t S_sfx[NUMSFX] =
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{"ssbmpr", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR, "UNDESCRIBED SSBMPR"}, // SF_X4AWAYSOUND
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{"chcrun", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "UNDESCRIBED CHCRUN"},
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{"hint", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hint Ring"},
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// Damage sounds
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{"dmga1", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Damaged"},
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{"dmga2", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Damaged"},
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@ -1338,6 +1338,9 @@ typedef enum
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sfx_ssbmpr,
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sfx_chcrun,
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// Tutorial Hint
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sfx_hint,
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// Damage sounds
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sfx_dmga1,
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sfx_dmga2,
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