sound on bullet water transition
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2428 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -602,7 +602,10 @@ bool addbullethole(dynent *d, const vec &from, const vec &to, float radius, bool
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o.add(ray.mul(dist));
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o.add(vec(surface).mul(0.005f));
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newparticle(o, surface, bulletholettl, 7);
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if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad) playsound(S_BULLETHIT, &o, SP_LOW);
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if(noisy && bulletbouncesound && bulletbouncesoundrad && d!=player1 && o.dist(camera1->o) <= bulletbouncesoundrad)
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{
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playsound(o.z<hdr.waterlevel ? S_BULLETWATERHIT : S_BULLETHIT, &o, SP_LOW);
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}
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return true;
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}
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+2
-2
@@ -3,7 +3,7 @@ enum
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{
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S_JUMP = 0,
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S_SOFTLAND, S_HARDLAND,
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S_BULLETAIR1, S_BULLETAIR2, S_BULLETHIT,
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S_BULLETAIR1, S_BULLETAIR2, S_BULLETHIT, S_BULLETWATERHIT,
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S_KNIFE,
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S_PISTOL, S_RPISTOL,
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S_SHOTGUN, S_RSHOTGUN,
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@@ -18,7 +18,7 @@ enum
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S_FEXPLODE,
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S_SPLASH1, S_SPLASH2,
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S_FLAGDROP, S_FLAGPICKUP, S_FLAGRETURN, S_FLAGSCORE,
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S_GRENADEPULL, S_GRENADETHROW, S_GRENADEBOUNCE1, S_GRENADEBOUNCE2, S_RAKIMBO, S_WATERIMPACT,
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S_GRENADEPULL, S_GRENADETHROW, S_GRENADEBOUNCE1, S_GRENADEBOUNCE2, S_RAKIMBO,
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S_GUNCHANGE,
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S_GIB, S_HEADSHOT,
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S_CALLVOTE, S_VOTEPASS, S_VOTEFAIL,
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