forked from Mirrors/openclonk
moved bat sounds to Sound.ocg folder
parent
ab90c48171
commit
1bd37eb5c1
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@ -104,7 +104,7 @@ private func FxCoreBehaviorTimer(object target, proplist effect, int time)
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// Make flying sounds and sometimes do a sonar wave.
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if (!Random(250))
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Sound("Bat::BatFlutter*");
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Sound("Animals::Bat::Flutter*");
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if (!Random(225))
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DoSonarWave(false);
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@ -226,7 +226,7 @@ public func CatchBlow(int damage, object obj)
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if (GetAction() == "Dead")
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return;
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// Make a sound.
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Sound("Bat::BatNoise*");
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Sound("Animals::Bat::Noise*");
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// Get the most probable crew member causing this blow.
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var by_crewmember = GetCursor(obj->GetController());
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// When hurt, startle this bat and nearby bats.
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@ -373,9 +373,9 @@ private func DoSonarWave(bool agressive)
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CreateParticle("Shockwave", 0, 0, 0, 0, 24, sonar_particle, 1);
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// Make a sound dependent on the agression.
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if (agressive)
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Sound("Bat::BatChirp");
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Sound("Animals::Bat::Chirp");
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else
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Sound("Bat::BatNoise*", false, 50);
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Sound("Animals::Bat::Noise*", false, 50);
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return;
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}
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