The brace added to dokick was misplaced - it should have included
the You_hear() as well.
The puts the code back the way it was, and relocates the Soundeffect().
The Soundeffect should play whether the hero is Blind or not, and the
Soundeffect() macro already includes a Deaf guard.
return ECMD_TIME;
} else if (!(gm.maploc->looted & S_LPUDDING) && !rn2(3)
&& !(gm.mvitals[PM_BLACK_PUDDING].mvflags & G_GONE)) {
+ Soundeffect(se_gushing_sound, 100);
if (Blind) {
- if (!Deaf) {
- Soundeffect(se_gushing_sound, 100);
- }
- You_hear("a gushing sound.");
+ if (!Deaf)
+ You_hear("a gushing sound.");
} else {
pline("A %s ooze gushes up from the drain!",
hcolor(NH_BLACK));