diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2023-11-02 16:28:30 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2023-11-02 16:28:30 -0700 |
commit | a1b7bd7b85d0a4be763664980f4a119d1737e9c0 (patch) | |
tree | 2b4b1e4607f1810a59c16cc78caaba3955b36934 /src | |
parent | f95815ef0445647ab2ca0ca3e5b0a6f5bbcf118b (diff) |
game: vary infected baby sfx volume with distance
This is an especially welcome improvement to the late game
situation where infections are constantly happening, but in
general I think it's better to have the baby scream less loud
most of the time.
Diffstat (limited to 'src')
-rw-r--r-- | src/game.c | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -435,7 +435,7 @@ static void infect_entity(game_t *game, entity_t *entity, const char *name) { /* convert entity into inanimate virus (off the viruses array) */ (void) virus_node_new(&(stage_conf_t){ .stage = entity->any.node, .replace = 1, .name = name, .active = 1, .alpha = 1.f }, &game->sars->projection_x, &entity->any.model_x); - sfx_play(&sfx.baby_infected, 1.f); + sfx_play(&sfx.baby_infected, entity_volume(game, &entity->any)); entity->any.type = ENTITY_TYPE_VIRUS; entity->virus.corpse = 1; |