DEADSOFTWARE

Game: Split bubbles effect code into a distinct function
[d2df-sdl.git] / src / game / g_triggers.pas
index 2509650d413b5ccc9af45f390ad91339bd4a30ad..f8e9e02dcef20c79c8806218c459f79aa8056a93 100644 (file)
@@ -884,13 +884,7 @@ begin
       TRIGGER_EFFECT_DLIQUID: g_GFX_SimpleWater(X, Y, 1, VX, VY, 5, CR, CG, CB);
       TRIGGER_EFFECT_BLOOD: g_GFX_Blood(X, Y, 1, VX, VY, 0, 0, CR, CG, CB);
       TRIGGER_EFFECT_SPARK: g_GFX_Spark(X, Y, 1, GetAngle2(VX, VY), 0, 0);
-      TRIGGER_EFFECT_BUBBLE:
-      begin
-        g_GFX_Bubbles(X, Y, 1, 0, 0);
-        if not Silent then if Random(2) = 0
-          then g_Sound_PlayExAt('SOUND_GAME_BUBBLE1', X, Y)
-          else g_Sound_PlayExAt('SOUND_GAME_BUBBLE2', X, Y);
-      end;
+      TRIGGER_EFFECT_BUBBLE: g_Game_Effect_Bubbles(X, Y, 1, 0, 0, Silent);
     end;
   end;