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