Underwater: SF_MACHINE characters play a different sound effect when resurfacing

This commit is contained in:
James R 2024-03-08 22:16:09 -08:00
parent 2b121bf3d0
commit b12dba0393

View file

@ -3448,7 +3448,7 @@ void P_MobjCheckWater(mobj_t *mobj)
&& p->breathTimer > 15*TICRATE)
{
// Play the gasp sound
S_StartSound(mobj, sfx_s3k38);
S_StartSound(mobj, (p->charflags & SF_MACHINE) ? sfx_s25a : sfx_s3k38);
}
p->breathTimer = 0;