Delay mine explosion sound until after Broly ki

This commit is contained in:
James R 2022-12-14 02:21:41 -08:00
parent 2d52e4a047
commit 9017ca1c20
2 changed files with 3 additions and 3 deletions

View file

@ -5145,7 +5145,7 @@ state_t states[NUMSTATES] =
// Broly Ki Orb
{SPR_LSSJ, FF_REVERSESUBTRACT|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_BROLY2}, // S_BROLY1
{SPR_NULL, 0, 1, {A_SSMineFlash}, 0, 0, S_NULL}, // S_BROLY2
{SPR_NULL, 0, 5*TICRATE, {A_SSMineFlash}, 0, 0, S_NULL}, // S_BROLY2
};
mobjinfo_t mobjinfo[NUMMOBJTYPES] =

View file

@ -5100,6 +5100,8 @@ void K_MineFlashScreen(mobj_t *source)
INT32 pnum;
player_t *p;
S_StartSound(source, sfx_s3k4e);
// check for potential display players near the source so we can have a sick earthquake / flashpal.
for (pnum = 0; pnum < MAXPLAYERS; pnum++)
{
@ -5136,8 +5138,6 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color, tic_t delay)
radius = source->radius>>FRACBITS;
height = source->height>>FRACBITS;
S_StartSound(smoldering, sfx_s3k4e);
if (!color)
color = SKINCOLOR_KETCHUP;