Play correct sound for resource harvesting
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@@ -91,7 +91,18 @@ i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
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});
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});
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
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Vector2 center = entityGetCenter(*ecs_get(ECS, entity, Position), *ecs_get(ECS, entity, HitBox));
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Vector2 center = entityGetCenter(*ecs_get(ECS, entity, Position), *ecs_get(ECS, entity, HitBox));
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switch (event.type) {
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case RES_WOOD:
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soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5));
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soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5));
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break;
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case RES_GOLD:
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soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_ORE_PUNCH_1, SOUNDS_ORE_PUNCH_5));
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break;
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case RES_FOOD:
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soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WHEAT_PUNCH_1, SOUNDS_WHEAT_PUNCH_5));
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break;
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default:;
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}
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Resource *res = ecs_get_mut(ECS, entity, Resource);
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Resource *res = ecs_get_mut(ECS, entity, Resource);
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BZ_ASSERT(res->type == event.type);
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BZ_ASSERT(res->type == event.type);
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