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).
This commit is contained in:
Marisa the Magician 2020-01-04 22:30:14 +01:00
commit 94cba843e4
42 changed files with 272 additions and 179 deletions

View file

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