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

@ -341,7 +341,7 @@ Class FlakChunk : Actor
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
A_PlaySound("flak/bounce",volume:0.3);
A_StartSound("flak/bounce",volume:0.3);
A_AlertMonsters();
if ( vel.length() < 5 ) ExplodeMissile();
}
@ -351,7 +351,7 @@ Class FlakChunk : Actor
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("flak/meat",volume:0.3);
A_StartSound("flak/meat",volume:0.3);
A_AlertMonsters();
}
return -1;
@ -373,7 +373,7 @@ Class FlakChunk : Actor
if ( !victim.bNOBLOOD && (victim.health-amt > victim.GetGibHealth()) )
{
victim.SpawnBlood(pos,AngleTo(victim),damage);
A_PlaySound("flak/meat",volume:0.3);
A_StartSound("flak/meat",volume:0.3);
A_AlertMonsters();
}
return 1;
@ -418,7 +418,7 @@ Class FlakChunk : Actor
else dir = vel.unit();
l.angle = atan2(dir.y,dir.x);
l.pitch = asin(-dir.z);
A_PlaySound("flak/hit",volume:0.3);
A_StartSound("flak/hit",volume:0.3);
A_AlertMonsters();
}
XDeath:
@ -519,7 +519,7 @@ Class FlakSlug : Actor
UTMainHandler.DoBlast(self,120,75000);
A_Explode(70,120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_StartSound("flak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
@ -639,8 +639,8 @@ Class FlakCannon : UTWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_6);
if ( first ) A_StartSound("flak/load",CHAN_WEAPONMISC,CHANF_OVERLAP);
else A_StartSound("flak/reload",CHAN_WEAPONMISC,CHANF_OVERLAP);
}
action void A_FireChunks()
{
@ -648,7 +648,7 @@ Class FlakCannon : UTWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/fire",CHAN_WEAPON);
A_StartSound("flak/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(160,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2);
@ -707,7 +707,7 @@ Class FlakCannon : UTWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/altfire",CHAN_WEAPON);
A_StartSound("flak/altfire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5);