// if door was activated, start opening it
if (type == EVENT_ACTIVATE) {
state = OPENING;
+ sound_manager->play("sounds/door.wav");
sprite->set_action("opening", 1);
}
break;
case OPENING:
break;
case OPEN:
-sound_manager->play("sounds/door.wav");
{
// if door is open and was touched by a player, teleport the player
Player* player = dynamic_cast<Player*> (&other);