/* Monster here, Try to hit it */
if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+ sound(SOUND_SHOOT_HIT);
grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
#include "hpmp/hp-mp-processor.h"
#include "inventory/inventory-damage.h"
#include "inventory/inventory-slot-types.h"
+#include "main/sound-definitions-table.h"
+#include "main/sound-of-music.h"
#include "mind/mind-mirror-master.h"
#include "monster-race/race-indice-types.h"
#include "mutation/mutation-investor-remover.h"
void effect_player_arrow(player_type *target_ptr, effect_player_type *ep_ptr)
{
if (target_ptr->blind) {
+ sound(SOUND_SHOOT_HIT);
msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
return;
return;
}
+ sound(SOUND_SHOOT_HIT);
ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
}