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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42 changed files with 272 additions and 179 deletions
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@ -166,8 +166,8 @@ Class UTChainsaw : UTWeapon
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bool quitout = false;
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if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
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{
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A_StopSound(CHAN_6);
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A_PlaySound("chainsaw/lower",CHAN_WEAPON);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("chainsaw/lower",CHAN_WEAPON);
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quitout = true;
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}
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else if ( !(player.cmd.buttons&BT_ATTACK) ) quitout = true;
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@ -218,9 +218,9 @@ Class UTChainsaw : UTWeapon
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}
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override void DetachFromOwner()
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{
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if ( Owner ) Owner.A_StopSound(CHAN_6);
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if ( Owner ) Owner.A_StopSound(CHAN_WEAPONMISC);
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if ( !Ammo1 || (Ammo1.Amount > 0) )
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A_PlaySound("chainsaw/lower",CHAN_6);
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A_StartSound("chainsaw/lower",CHAN_WEAPONMISC);
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Super.DetachFromOwner();
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}
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action void A_Vibrate( bool bAlt = false )
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@ -287,7 +287,7 @@ Class UTChainsaw : UTWeapon
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CSWI A 0
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{
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if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
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A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
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A_StartSound("chainsaw/idle",CHAN_WEAPONMISC,CHANF_LOOPING);
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else
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return ResolveState("DryIdle");
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return ResolveState(null);
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@ -298,8 +298,8 @@ Class UTChainsaw : UTWeapon
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A_WeaponReady();
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if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
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{
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A_StopSound(CHAN_6);
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A_PlaySound("chainsaw/lower",CHAN_WEAPON);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("chainsaw/lower",CHAN_WEAPON);
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return ResolveState("DryIdle");
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}
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return ResolveState(null);
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@ -311,7 +311,7 @@ Class UTChainsaw : UTWeapon
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A_WeaponReady(WRF_NOFIRE);
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if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
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{
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A_PlaySound("chainsaw/select",CHAN_WEAPON);
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A_StartSound("chainsaw/select",CHAN_WEAPON);
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return ResolveState("Idle");
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}
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else if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
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@ -320,7 +320,7 @@ Class UTChainsaw : UTWeapon
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}
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Wait;
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Fire:
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CSWJ A 1 A_PlaySound("chainsaw/fire",CHAN_6,looping:true);
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CSWJ A 1 A_StartSound("chainsaw/fire",CHAN_WEAPONMISC,CHANF_LOOPING);
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CSWJ BCDEF 1 A_Vibrate();
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Goto Hold;
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Hold:
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@ -332,7 +332,8 @@ Class UTChainsaw : UTWeapon
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AltFire:
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CSWA A 0
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{
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A_PlaySound("chainsaw/fire",CHAN_6);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("chainsaw/fire",CHAN_WEAPON);
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UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-0.8,-1.2),FRandom[Chainsaw](-0.4,-0.7)),0,1,5,SWING_Spring,6,3);
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}
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CSWA ABCDE 2 A_Vibrate(true);
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@ -347,10 +348,14 @@ Class UTChainsaw : UTWeapon
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{
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if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
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{
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A_StopSound(CHAN_6);
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A_PlaySound("chainsaw/lower",CHAN_WEAPON);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("chainsaw/lower",CHAN_WEAPON);
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}
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else
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{
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A_StopSound(CHAN_WEAPON);
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A_StartSound("chainsaw/idle",CHAN_WEAPONMISC,CHANF_LOOPING);
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}
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else A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
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}
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Goto Ready;
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AltFireSwipes:
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@ -361,7 +366,7 @@ Class UTChainsaw : UTWeapon
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CSWD A 0
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{
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if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
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A_PlaySound("chainsaw/lower",CHAN_6);
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A_StartSound("chainsaw/lower",CHAN_WEAPONMISC);
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}
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CSWD ABCDEF 1;
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CSWD F 1 A_Lower(int.max);
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