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Underwater: SF_MACHINE characters play a different sound effect when resurfacing
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1 changed files with 1 additions and 1 deletions
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@ -3448,7 +3448,7 @@ void P_MobjCheckWater(mobj_t *mobj)
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&& p->breathTimer > 15*TICRATE)
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&& p->breathTimer > 15*TICRATE)
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{
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{
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// Play the gasp sound
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// Play the gasp sound
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S_StartSound(mobj, sfx_s3k38);
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S_StartSound(mobj, (p->charflags & SF_MACHINE) ? sfx_s25a : sfx_s3k38);
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}
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}
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p->breathTimer = 0;
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p->breathTimer = 0;
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