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The flump makes sound when exploding.
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@ -549,7 +549,7 @@ void projectile::tick()
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entity *targetplayer = (entity*)intersect_player(oldpos, pos, new_pos, powner);
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if(targetplayer || lifespan < 0 || col_check_point((int)pos.x, (int)pos.y))
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{
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if (lifespan >= 0)
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if (lifespan >= 0 || weapon == WEAPON_ROCKET)
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create_sound(pos, sound_impact);
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if (flags & PROJECTILE_FLAGS_EXPLODE)
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