Exploding noise
I've made a script that causes stuffs to detonate on contact, and everything in it's all good apart from the sound. When they're exploding next to a hard object it spams the punch/hit sound effect (as if Dink was repetitively punching a rock, which would hurt). Is there any way to make it use the explosion sound instead like 'item-bom' does? I figured it should be simple, but I can't work it out for some reason
This is the chunk of code that blows it up and things.

This is the chunk of code that blows it up and things.
sp_hard(¤t_sprite, 1); sp_pseq(¤t_sprite, 855); sp_pframe(¤t_sprite, 1); draw_hard_map(); sp_nohit(¤t_sprite, 1); sp_que(¤t_sprite, -500); int &bang = sp_editor_num(¤t_sprite); if (&bang != 0) { editor_type(&bang, 3); editor_seq(&bang, 855); editor_frame(&bang, 1); } int &loc_x = sp_x(¤t_sprite, -1); int &loc_y = sp_y(¤t_sprite, -1); &bang = create_sprite(&loc_x, &loc_y, 0, 420, 1); sp_range(&bang, 30); sp_brain(&bang, 17); playsound(6, 22050, 0, 0, 0); sp_seq(&bang, 161); sp_strength(&bang, 10); kill_this_task();
Here you go, from dam-bomn.c:
//Bomb noise void damage ( void ) { playsound(6, 32050, 0,0,0); }
*Facedesk*
I found that myself without noticing it was in a damage() procedure earlier, so I just copy-pasted the playsound out of it. Thanks for helping, and man I feel stupid now
I found that myself without noticing it was in a damage() procedure earlier, so I just copy-pasted the playsound out of it. Thanks for helping, and man I feel stupid now
