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

@ -40,7 +40,7 @@ Class ModuleHitbox : Actor
if ( !bi.Thing || (bi.Thing != master.target) ) continue;
if ( (Distance2D(bi.Thing)-bi.Thing.radius <= radius) && ((bi.Thing.pos.z <= pos.z+height) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-height)) )
{
A_PlaySound("misc/i_pkup");
A_StartSound("misc/i_pkup",CHAN_ITEM);
master.Destroy();
return;
}
@ -154,7 +154,7 @@ Class TranslocatorModule : Actor
}
b = Spawn("ModuleHitbox",pos);
b.master = self;
A_PlaySound("transloc/hum",CHAN_VOICE,0.5,true,2.0);
A_StartSound("transloc/hum",CHAN_VOICE,CHANF_LOOPING,.5,2.);
}
override bool CanCollideWith( Actor other, bool passive )
@ -188,7 +188,7 @@ Class TranslocatorModule : Actor
Super.Tick();
if ( bAMBUSH && !Random[Transloc](0,40) )
{
A_PlaySound("transloc/spark");
A_StartSound("transloc/spark",CHAN_BODY,CHANF_OVERLAP);
int numpt = Random[Transloc](20,40);
for ( int i=0; i<numpt; i++ )
{
@ -223,7 +223,7 @@ Class TranslocatorModule : Actor
else
{
A_SetPitch(0);
A_PlaySound("transloc/bounce");
A_StartSound("transloc/bounce");
if ( BlockingFloor || (tracer && (pos.z >= tracer.pos.z+tracer.height) && tracer.bACTLIKEBRIDGE) ) alreadyhit = true;
}
}
@ -391,7 +391,7 @@ Class Translocator : UTWeapon
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("transloc/throw",CHAN_WEAPON);
A_StartSound("transloc/throw",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,0.4),FRandom[Translocator](-0.2,0.7)),2,-0.3,3,SWING_Spring,2,3);
A_AlertMonsters();
@ -413,14 +413,15 @@ Class Translocator : UTWeapon
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("transloc/return",CHAN_WEAPON);
A_StartSound("transloc/return",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,-0.4),FRandom[Translocator](-0.2,0.7)),3,-1,2,SWING_Spring,2,2);
A_AlertMonsters();
if ( invoker.module && invoker.module.bAMBUSH )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
for ( int i=0; i<3; i++ )
A_StartSound("transloc/spark",CHAN_WEAPONMISC,CHANF_OVERLAP);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
if ( invoker.module ) invoker.module.Destroy();
@ -434,7 +435,7 @@ Class Translocator : UTWeapon
{
invoker.FireEffect();
A_AlertMonsters();
A_PlaySound("transloc/return",CHAN_WEAPON);
A_StartSound("transloc/return",CHAN_WEAPON);
return;
}
// consume ammo if any
@ -468,7 +469,7 @@ Class Translocator : UTWeapon
SpawnTeleportFog(newpos,false,false);
player.fov = min(175,player.desiredfov+60);
}
else A_PlaySound("transloc/return",CHAN_WEAPON);
else A_StartSound("transloc/return",CHAN_WEAPON);
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] || !players[i].mo ) continue;
@ -477,7 +478,8 @@ Class Translocator : UTWeapon
if ( bBroken )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
for ( int i=0; i<3; i++ )
A_StartSound("transloc/spark",CHAN_WEAPONMISC,CHANF_OVERLAP);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
}