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https://github.com/badvision/lawless-legends.git
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Added a couple of combat sounds.
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@ -338,6 +338,16 @@ def playerMelee(pPlayer, pWeapon)#0
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damageEnemy(pPlayer, pEnemy, dmg, sAction)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def genShotSound(kindOrText)#0
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printf1("\nkindOrText=%s\n", kindOrText)
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if streqi(kindOrText, "handguns") or streqi(kindOrText, "rifles") or streqi(kindOrText, "shoots")
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genSound(63, 40, 0, 15, 0, 0, 800)
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elsif streqi(kindOrText, "bows")
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genSound(15, 500, 0, 15, 0, 0, 100)
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fin
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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def playerShoot(pPlayer, pWeapon)#0
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word pEnemy, pSkill, dmg
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@ -347,9 +357,11 @@ def playerShoot(pPlayer, pWeapon)#0
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sAction = pWeapon=>s_combatText
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// See if there's anybody in range
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pEnemy = chooseEnemy(pWeapon->b_weaponRange, pPlayer->b_gangChoice)
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if !pEnemy
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displayf2("\n%s %s but falls short.\n", pPlayer=>s_name, sAction)
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genShotSound(pWeapon=>s_itemKind)
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return
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fin
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@ -358,9 +370,11 @@ def playerShoot(pPlayer, pWeapon)#0
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// Roll for hitting and dodging
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if !rollPlayerHit(pPlayer, pWeapon, pEnemy, sAction)
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genShotSound(pWeapon=>s_itemKind)
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return
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fin
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if rollEnemyDodge(pPlayer, pEnemy, sAction)
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genShotSound(pWeapon=>s_itemKind)
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return
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fin
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@ -387,6 +401,7 @@ def playerShoot(pPlayer, pWeapon)#0
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// Okay, do that damage.
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damageEnemy(pPlayer, pEnemy, dmg, sAction)
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genShotSound(pWeapon=>s_itemKind)
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -951,6 +966,7 @@ def enemyCombatTurn(pe)#1
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displayStr("and misses.")
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fin
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displayStr("\n")
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genShotSound(pe=>s_attackText)
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//combatDebug// if combatDebug; getUpperKey; fin
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if needShow; showParty(); fin
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