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

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