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authortron <tron@openttd.org>2004-12-04 09:26:39 +0000
committertron <tron@openttd.org>2004-12-04 09:26:39 +0000
commite56c3cddd8fcf8c852ee7f3c8dc49df9623a94d0 (patch)
treec64a0b16a280a9b4e7a310e747e96bca0821aa0e /ship_cmd.c
parentd036559e0ed75f6357e129f2d78808240519fc78 (diff)
downloadopenttd-e56c3cddd8fcf8c852ee7f3c8dc49df9623a94d0.tar.xz
(svn r925) Use sound enums
Also play the correct sound when a toyland road vehicle breaks down
Diffstat (limited to 'ship_cmd.c')
-rw-r--r--ship_cmd.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/ship_cmd.c b/ship_cmd.c
index 7c2dc0720..9865f746f 100644
--- a/ship_cmd.c
+++ b/ship_cmd.c
@@ -157,7 +157,8 @@ static void HandleBrokenShip(Vehicle *v)
InvalidateWindow(WC_VEHICLE_VIEW, v->index);
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
- SndPlayVehicleFx((_opt.landscape != LT_CANDY) ? 0xE : 0x3A, v);
+ SndPlayVehicleFx((_opt.landscape != LT_CANDY) ?
+ SND_10_TRAIN_BREAKDOWN : SND_3A_COMEDY_BREAKDOWN_2, v);
if (!(v->vehstatus & VS_HIDDEN)) {
Vehicle *u = CreateEffectVehicleRel(v, 4, 4, 5, EV_BREAKDOWN_SMOKE);