@@ -227,15 +227,15 @@ procedure firingweapon(n: integer);
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begin
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c:=ship.gunnodes[n]; // c = our current weapon index
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case weapons[c].dmgtypes[DMGTYP_ENERGY] of
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- 0 ..23 : if weapons[c].dmgtypes[DMGTYP_PARTICLE]>weapons[c].dmgtypes[DMGTYP_INERTIAL] then soundeffect(loc_sound()+' gun4.sam ' ,7000 )
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- else soundeffect(loc_sound()+' gun1.sam ' ,7000 );
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- 24 ..34 : soundeffect(loc_sound()+' laser1.sam ' ,7000 );
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- 35 ..45 : soundeffect(loc_sound()+' laser2.sam ' ,7000 );
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- 46 ..56 : soundeffect(loc_sound()+' laser3.sam ' ,7000 );
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- 57 ..67 : soundeffect(loc_sound()+' laser4.sam ' ,7000 );
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- 68 ..78 : soundeffect(loc_sound()+' laser5.sam ' ,7000 );
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- 79 ..89 : soundeffect(loc_sound()+' laser6.sam ' ,7000 );
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- 90 ..100 : soundeffect(loc_sound()+' laser7.sam ' ,7000 );
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+ 0 ..23 : if weapons[c].dmgtypes[DMGTYP_PARTICLE]>weapons[c].dmgtypes[DMGTYP_INERTIAL] then soundeffect(loc_sound()+' GUN4.SAM ' ,7000 )
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+ else soundeffect(loc_sound()+' GUN1.SAM ' ,7000 );
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+ 24 ..34 : soundeffect(loc_sound()+' LASER1.SAM ' ,7000 );
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+ 35 ..45 : soundeffect(loc_sound()+' LASER2.SAM ' ,7000 );
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+ 46 ..56 : soundeffect(loc_sound()+' LASER3.SAM ' ,7000 );
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+ 57 ..67 : soundeffect(loc_sound()+' LASER4.SAM ' ,7000 );
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+ 68 ..78 : soundeffect(loc_sound()+' LASER5.SAM ' ,7000 );
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+ 79 ..89 : soundeffect(loc_sound()+' LASER6.SAM ' ,7000 );
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+ 90 ..100 : soundeffect(loc_sound()+' LASER7.SAM ' ,7000 );
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end ;
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delay(tslice);
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{ if (skillcheck(4)) or ((scanning) and (random(100)<20)) then}
@@ -610,7 +610,7 @@ procedure takedamage(n,d: integer);
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begin
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// writeln (' takedamage(type=',n,', damage=', d, ')');
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if dead then exit;
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- soundeffect(loc_sound()+' explode ' +chr(49 +random(2 ))+' .sam ' ,9000 );
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+ soundeffect(loc_sound()+' EXPLODE ' +chr(49 +random(2 ))+' .SAM ' ,9000 );
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delay(tslice div 2 );
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if d<1 then d:=1 ;
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case n of
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