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

@ -161,14 +161,14 @@ Class PulseBall : Actor
}
override void PostBeginPlay()
{
A_PlaySound("pulse/fly",CHAN_BODY,0.8,true,8.0);
A_StartSound("pulse/fly",CHAN_BODY,CHANF_LOOPING,.8,8.);
let l = Spawn("PulseBallLight",pos);
l.target = self;
}
action void A_BallExp()
{
A_SetScale(0.45);
A_PlaySound("pulse/hit",CHAN_BODY);
A_StartSound("pulse/hit");
A_SprayDecal("BoltScorch");
Spawn("PulseExplLight",pos);
int numpt = Random[Pulse](20,40);
@ -692,7 +692,7 @@ Class PulseGun : UTWeapon
action void A_StartBeam()
{
invoker.special1 = 0;
A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
A_StartSound("pulse/bolt",CHAN_WEAPON,CHANF_LOOPING);
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z);
@ -778,13 +778,13 @@ Class PulseGun : UTWeapon
PGNI A 0
{
invoker.special1 = 0;
A_PlaySound("pulse/fire",CHAN_WEAPON,1.0,true);
A_StartSound("pulse/fire",CHAN_WEAPON,CHANF_LOOPING);
}
PGNF ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_PulseFire();
PGF2 ABCDEFGHIJKLMN 1 A_PulseFire();
Goto Fire+1;
Release:
PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON);
PGNC A 0 A_StartSound("pulse/down",CHAN_WEAPON);
PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1 A_PulseRefire();
PGNC Y 0;
Goto Idle;
@ -804,7 +804,7 @@ Class PulseGun : UTWeapon
PGNI A 0 A_JumpIf(invoker.clipcount >= Min(invoker.default.clipcount,invoker.Ammo1.Amount),"Idle");
PGNR A 1
{
A_PlaySound("pulse/reload",CHAN_WEAPON);
A_StartSound("pulse/reload",CHAN_WEAPONMISC);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}