From 1fa87611f77e77796dbf9c4fc0389929076ce155 Mon Sep 17 00:00:00 2001 From: toaster <rollerorbital@gmail.com> Date: Fri, 29 Nov 2019 19:18:05 +0000 Subject: [PATCH] Give the Robo-Hood a cute jump sound whenever it's fleeing you. --- src/info.c | 2 +- src/p_enemy.c | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/src/info.c b/src/info.c index 45a4c88d91..e5dba9e54e 100644 --- a/src/info.c +++ b/src/info.c @@ -4692,7 +4692,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_ROBOHOOD_STAND, // seestate sfx_None, // seesound TICRATE, // reactiontime - sfx_None, // attacksound + sfx_ngjump, // attacksound S_NULL, // painstate 0, // painchance sfx_None, // painsound diff --git a/src/p_enemy.c b/src/p_enemy.c index 785d19fb47..6883257fad 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -1731,6 +1731,7 @@ void A_HoodThink(mobj_t *actor) // Target dangerously close to robohood, retreat then. if ((dm < 256<<FRACBITS) && (abs(dz) < 128<<FRACBITS)) { + S_StartSound(actor, actor->info->attacksound); P_SetMobjState(actor, actor->info->raisestate); return; } -- GitLab