{
walk_speed = STUMPY_SPEED;
max_drop_height = 16;
- sound_manager->preload("sounds/mr_treehit.ogg");
+ SoundManager::current()->preload("sounds/mr_treehit.ogg");
}
Stumpy::Stumpy(const Vector& pos, Direction d) :
{
walk_speed = STUMPY_SPEED;
max_drop_height = 16;
- sound_manager->preload("sounds/mr_treehit.ogg");
+ SoundManager::current()->preload("sounds/mr_treehit.ogg");
invincible_timer.start(INVINCIBLE_TIME);
}
// if we're still invincible, we ignore the hit
if (mystate == STATE_INVINCIBLE) {
- sound_manager->play("sounds/mr_treehit.ogg", get_pos());
+ SoundManager::current()->play("sounds/mr_treehit.ogg", get_pos());
Player* player = dynamic_cast<Player*>(&object);
if (player) player->bounce(*this);
return true;