Refactor sound
This commit is contained in:
@@ -11,7 +11,7 @@ import Dodge.Data.DamageType
|
||||
import Dodge.Creature.State.Data
|
||||
import Dodge.Creature.Stance.Data
|
||||
import Dodge.SoundLogic
|
||||
import Dodge.SoundLogic.Synonyms
|
||||
import Dodge.SoundLogic.LoadSound
|
||||
import Geometry
|
||||
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
@@ -84,5 +84,5 @@ followImpulse cr w imp = case imp of
|
||||
posFromID cid' = _crPos $ _creatures w IM.! cid'
|
||||
rr a = fst $ randomR (-a,a) $ _randGen w
|
||||
hitCr i = over (creatures . ix i . crState . crDamage) (addDam i)
|
||||
. soundFrom (CrSound cid) cpos hitSound Nothing
|
||||
. soundFrom (CrSound cid) cpos hitS Nothing
|
||||
addDam i dams = Blunt 100 cpos (posFromID i) (posFromID i) : dams
|
||||
|
||||
Reference in New Issue
Block a user