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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@ -87,7 +87,8 @@ Class ImpactHammer : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("impact/release",CHAN_WEAPON);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("impact/release",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),3,-0.8,3,SWING_Spring,3,2);
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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@ -152,7 +153,7 @@ Class ImpactHammer : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("impact/fire",CHAN_WEAPON);
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A_StartSound("impact/fire",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),2,-0.6,2,SWING_Spring,1,2);
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A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
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@ -249,10 +250,10 @@ Class ImpactHammer : UTWeapon
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{
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A_ResetCharge();
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A_Overlay(-9999,"Charging");
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A_PlaySound("impact/pull",CHAN_WEAPON);
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A_StartSound("impact/pull",CHAN_WEAPON);
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}
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IMPL ABCDE 5;
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IMPR A 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true);
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IMPR A 0 A_StartSound("impact/loop",CHAN_WEAPONMISC,CHANF_LOOPING);
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Goto Hold;
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Hold:
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IMPR ABCDEFGHIJ 1;
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