forked from mirror/OpenTTD
(svn r925) Use sound enums
Also play the correct sound when a toyland road vehicle breaks down
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@@ -503,7 +503,7 @@ static void RoadVehCrash(Vehicle *v)
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0);
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ModifyStationRatingAround(v->tile, v->owner, -160, 22);
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SndPlayVehicleFx(16, v);
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SndPlayVehicleFx(SND_12_EXPLOSION, v);
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}
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static void RoadVehCheckTrainCrash(Vehicle *v)
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@@ -536,7 +536,8 @@ static void HandleBrokenRoadVeh(Vehicle *v)
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InvalidateWindow(WC_VEHICLE_VIEW, v->index);
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InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
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SndPlayVehicleFx((_opt.landscape != LT_CANDY) ? 0xD : 0x34, v);
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SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
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SND_0F_VEHICLE_BREAKDOWN : SND_35_COMEDY_BREAKDOWN, v);
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if (!(v->vehstatus & VS_HIDDEN)) {
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Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);
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@@ -635,8 +636,9 @@ static void HandleRoadVehLoading(Vehicle *v)
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static void StartRoadVehSound(Vehicle *v)
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{
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int s = RoadVehInfo(v->engine_type)->sfx;
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if (s == 23 && (v->tick_counter&3) == 0) s++;
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SoundFx s = RoadVehInfo(v->engine_type)->sfx;
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if (s == SND_19_BUS_START_PULL_AWAY && (v->tick_counter & 3) == 0)
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s = SND_1A_BUS_START_PULL_AWAY_WITH_HORN;
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SndPlayVehicleFx(s, v);
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}
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