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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da8f6fc4b2
commit
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42 changed files with 272 additions and 179 deletions
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@ -161,14 +161,14 @@ Class PulseBall : Actor
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}
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override void PostBeginPlay()
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{
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A_PlaySound("pulse/fly",CHAN_BODY,0.8,true,8.0);
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A_StartSound("pulse/fly",CHAN_BODY,CHANF_LOOPING,.8,8.);
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let l = Spawn("PulseBallLight",pos);
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l.target = self;
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}
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action void A_BallExp()
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{
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A_SetScale(0.45);
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A_PlaySound("pulse/hit",CHAN_BODY);
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A_StartSound("pulse/hit");
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A_SprayDecal("BoltScorch");
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Spawn("PulseExplLight",pos);
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int numpt = Random[Pulse](20,40);
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@ -692,7 +692,7 @@ Class PulseGun : UTWeapon
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action void A_StartBeam()
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{
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invoker.special1 = 0;
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A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
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A_StartSound("pulse/bolt",CHAN_WEAPON,CHANF_LOOPING);
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Vector3 x, y, z, origin;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4.1*y-2.7*z);
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@ -778,13 +778,13 @@ Class PulseGun : UTWeapon
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PGNI A 0
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{
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invoker.special1 = 0;
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A_PlaySound("pulse/fire",CHAN_WEAPON,1.0,true);
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A_StartSound("pulse/fire",CHAN_WEAPON,CHANF_LOOPING);
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}
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PGNF ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_PulseFire();
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PGF2 ABCDEFGHIJKLMN 1 A_PulseFire();
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Goto Fire+1;
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Release:
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PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON);
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PGNC A 0 A_StartSound("pulse/down",CHAN_WEAPON);
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PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1 A_PulseRefire();
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PGNC Y 0;
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Goto Idle;
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@ -804,7 +804,7 @@ Class PulseGun : UTWeapon
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PGNI A 0 A_JumpIf(invoker.clipcount >= Min(invoker.default.clipcount,invoker.Ammo1.Amount),"Idle");
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PGNR A 1
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{
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A_PlaySound("pulse/reload",CHAN_WEAPON);
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A_StartSound("pulse/reload",CHAN_WEAPONMISC);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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}
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