per-player mine sounds

This commit is contained in:
Chris Danford
2003-11-12 05:21:51 +00:00
parent 895e00d5ec
commit 5da63f9d1c
2 changed files with 4 additions and 4 deletions
+3 -3
View File
@@ -176,7 +176,7 @@ void PlayerMinus::Load( PlayerNumber pn, const NoteData* pNoteData, LifeMeter* p
// Need to set Y positions of all these elements in Update since
// they change depending on PlayerOptions.
m_soundMineExplosion.Load( THEME->GetPathToS("Player explosion") );
m_soundMine.Load( THEME->GetPathToS(ssprintf("Player mine p%d",pn+1)) );
}
void PlayerMinus::Update( float fDeltaTime )
@@ -562,7 +562,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
// stepped too close to mine?
if( fScaledSecondsFromPerfect <= PREFSMAN->m_fJudgeWindowMineSeconds )
{
m_soundMineExplosion.Play();
m_soundMine.Play();
score = TNS_MISS;
m_pNoteField->TapMine( col, score );
@@ -635,7 +635,7 @@ void PlayerMinus::Step( int col, RageTimer tm )
// Unless the computer made a very good step, they were fooled by the mine
if( tn == TAP_MINE && score <= TNS_GREAT )
{
m_soundMineExplosion.Play();
m_soundMine.Play();
score = TNS_MISS;
m_pNoteField->TapMine( col, score );
if( m_pLifeMeter )
+1 -1
View File
@@ -92,7 +92,7 @@ protected:
int m_iRowLastCrossed;
RageSound m_soundMineExplosion;
RageSound m_soundMine;
};
class Player : public PlayerMinus