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
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94cba843e4
42 changed files with 272 additions and 179 deletions
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@ -40,7 +40,7 @@ Class ModuleHitbox : Actor
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if ( !bi.Thing || (bi.Thing != master.target) ) continue;
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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)) )
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{
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A_PlaySound("misc/i_pkup");
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A_StartSound("misc/i_pkup",CHAN_ITEM);
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master.Destroy();
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return;
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}
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@ -154,7 +154,7 @@ Class TranslocatorModule : Actor
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}
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b = Spawn("ModuleHitbox",pos);
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b.master = self;
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A_PlaySound("transloc/hum",CHAN_VOICE,0.5,true,2.0);
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A_StartSound("transloc/hum",CHAN_VOICE,CHANF_LOOPING,.5,2.);
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}
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override bool CanCollideWith( Actor other, bool passive )
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@ -188,7 +188,7 @@ Class TranslocatorModule : Actor
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Super.Tick();
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if ( bAMBUSH && !Random[Transloc](0,40) )
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{
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A_PlaySound("transloc/spark");
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A_StartSound("transloc/spark",CHAN_BODY,CHANF_OVERLAP);
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int numpt = Random[Transloc](20,40);
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for ( int i=0; i<numpt; i++ )
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{
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@ -223,7 +223,7 @@ Class TranslocatorModule : Actor
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else
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{
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A_SetPitch(0);
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A_PlaySound("transloc/bounce");
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A_StartSound("transloc/bounce");
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if ( BlockingFloor || (tracer && (pos.z >= tracer.pos.z+tracer.height) && tracer.bACTLIKEBRIDGE) ) alreadyhit = true;
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}
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}
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@ -391,7 +391,7 @@ Class Translocator : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("transloc/throw",CHAN_WEAPON);
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A_StartSound("transloc/throw",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,0.4),FRandom[Translocator](-0.2,0.7)),2,-0.3,3,SWING_Spring,2,3);
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A_AlertMonsters();
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@ -413,14 +413,15 @@ Class Translocator : UTWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("transloc/return",CHAN_WEAPON);
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A_StartSound("transloc/return",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,-0.4),FRandom[Translocator](-0.2,0.7)),3,-1,2,SWING_Spring,2,2);
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A_AlertMonsters();
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if ( invoker.module && invoker.module.bAMBUSH )
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{
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UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
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A_PlaySound("transloc/spark",CHAN_WEAPON);
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for ( int i=0; i<3; i++ )
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A_StartSound("transloc/spark",CHAN_WEAPONMISC,CHANF_OVERLAP);
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DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
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}
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if ( invoker.module ) invoker.module.Destroy();
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@ -434,7 +435,7 @@ Class Translocator : UTWeapon
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{
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invoker.FireEffect();
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A_AlertMonsters();
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A_PlaySound("transloc/return",CHAN_WEAPON);
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A_StartSound("transloc/return",CHAN_WEAPON);
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return;
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}
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// consume ammo if any
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@ -468,7 +469,7 @@ Class Translocator : UTWeapon
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SpawnTeleportFog(newpos,false,false);
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player.fov = min(175,player.desiredfov+60);
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}
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else A_PlaySound("transloc/return",CHAN_WEAPON);
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else A_StartSound("transloc/return",CHAN_WEAPON);
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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@ -477,7 +478,8 @@ Class Translocator : UTWeapon
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if ( bBroken )
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{
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UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
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A_PlaySound("transloc/spark",CHAN_WEAPON);
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for ( int i=0; i<3; i++ )
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A_StartSound("transloc/spark",CHAN_WEAPONMISC,CHANF_OVERLAP);
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DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
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}
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}
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