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

@ -76,7 +76,7 @@ Class Razor2 : Actor
Super.PostBeginPlay();
let t = Spawn("Razor2Trail",pos);
t.target = self;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
A_StartSound("ripper/hum",CHAN_VOICE,CHANF_LOOPING,1.,3.,3.125);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
@ -91,7 +91,7 @@ Class Razor2 : Actor
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("ripper/flesh");
A_StartSound("ripper/flesh");
A_AlertMonsters();
}
UTMainHandler.DoKnockback(target,vel.unit(),15000);
@ -99,7 +99,7 @@ Class Razor2 : Actor
}
action void A_RazorHit()
{
A_PlaySound("ripper/hit");
A_StartSound("ripper/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
@ -175,7 +175,7 @@ Class Razor2Alt : Razor2
bFORCEXYBILLBOARD = true;
Scale *= 0.65;
A_StopSound(CHAN_VOICE);
A_PlaySound("ripper/althit",CHAN_VOICE);
A_StartSound("ripper/althit",CHAN_VOICE);
Spawn("Razor2AltLight",pos);
A_AlertMonsters();
A_SprayDecal("RazorBlast",20);
@ -246,8 +246,8 @@ Class Ripper2 : UTWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( alt ) A_PlaySound("ripper/altfire",CHAN_WEAPON);
else A_PlaySound("ripper/fire",CHAN_WEAPON);
if ( alt ) A_StartSound("ripper/altfire",CHAN_WEAPON,CHANF_OVERLAP);
else A_StartSound("ripper/fire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(8,0,255,255),1);
A_AlertMonsters();