1.1.1 update (to be made stable after GZDoom updates):
- Sound overhaul, migrated everything to A_StartSound, new sound channels, CHANF_OVERLAP where needed. - Fancy titlemap (two variants, one based on the ps2 menu, one based on the v222 menu).
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da8f6fc4b2
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42 changed files with 272 additions and 179 deletions
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@ -505,7 +505,7 @@ Class BioGel : Actor
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}
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b = Spawn("BioHitbox",pos);
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b.target = self;
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A_PlaySound("bio/hit");
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A_StartSound("bio/hit",CHAN_BODY);
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A_SprayDecal("BioSplat",-172);
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int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
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for ( int i=0; i<numpt; i++ )
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@ -538,7 +538,7 @@ Class BioGel : Actor
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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UTMainHandler.DoBlast(self,Min(175,int(Scale.x*50)),20000*Scale.x);
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A_Explode(int(Args[0]*Scale.x),Min(175,int(Scale.x*50)));
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A_PlaySound("bio/explode",CHAN_VOICE);
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A_StartSound("bio/explode",CHAN_VOICE);
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int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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{
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@ -704,7 +704,8 @@ Class BioRifle : UTWeapon
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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}
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A_PlaySound("bio/fire",CHAN_WEAPON);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("bio/fire",CHAN_WEAPON,CHANF_OVERLAP);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(48,0,255,0),1);
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A_AlertMonsters();
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@ -749,7 +750,7 @@ Class BioRifle : UTWeapon
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if ( !weap ) return;
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invoker.charge = 0;
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invoker.special1 = 0;
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A_PlaySound("bio/charge",CHAN_WEAPON);
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A_StartSound("bio/charge",CHAN_WEAPONMISC);
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invoker.bCharging = true;
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}
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action void A_ChargeUp()
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