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:
parent
da8f6fc4b2
commit
94cba843e4
42 changed files with 272 additions and 179 deletions
|
|
@ -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();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue