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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42 changed files with 272 additions and 179 deletions
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@ -43,7 +43,7 @@ Class ShockWave : Actor
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override void PostBeginPlay()
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{
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lifespan = ReactionTime;
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A_PlaySound("warhead/explode",CHAN_VOICE,attenuation:ATTN_NONE);
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A_StartSound("warhead/explode",CHAN_VOICE,attenuation:ATTN_NONE);
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A_QuakeEx(9,9,9,100,0,12000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:1200,rollIntensity:0.5);
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}
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override void Tick()
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@ -250,7 +250,7 @@ Class WarShell : Actor
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l.target = self;
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b = Spawn("WarheadHitbox",pos);
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b.target = self;
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A_PlaySound("warhead/fly",CHAN_VOICE,1.0,true);
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A_StartSound("warhead/fly",CHAN_VOICE,CHANF_LOOPING);
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destangle = angle;
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destpitch = pitch;
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}
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@ -306,7 +306,7 @@ Class WarShell : Actor
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A_Explode(1000,180);
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A_SprayDecal("BigBlast");
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A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_StartSound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_AlertMonsters();
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A_SetRenderStyle(1.0,STYLE_Add);
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Spawn("WarheadExplodLight",pos);
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@ -320,7 +320,7 @@ Class WarShell : Actor
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A_Explode(1000,220);
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A_SprayDecal("BigBlast");
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A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
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A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_StartSound("shock/hit",CHAN_VOICE,attenuation:0.5);
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A_AlertMonsters();
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A_SetRenderStyle(1.0,STYLE_Add);
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Spawn("WarheadExplodLight",pos);
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@ -352,7 +352,7 @@ Class GuidedWarShell : WarShell
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{
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Super.PostBeginPlay();
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if ( target && target.player ) target.player.camera = self;
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A_PlaySound("warhead/altfire",CHAN_WEAPON,local:true);
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A_StartSound("warhead/altfire",CHAN_WEAPON,CHANF_LOCAL);
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justleft = true;
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}
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override void Tick()
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@ -682,7 +682,7 @@ Class WarheadLauncher : UTWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("warhead/fire",CHAN_WEAPON);
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A_StartSound("warhead/fire",CHAN_WEAPON,CHANF_OVERLAP);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
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UTMainHandler.DoSwing(self,(FRandom[Warhead](0.6,1.2),FRandom[Warhead](0.2,0.5)),4,-1,3,SWING_Spring,2,5);
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@ -722,7 +722,7 @@ Class WarheadLauncher : UTWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("warhead/altfire",CHAN_WEAPON);
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A_StartSound("warhead/altfire",CHAN_WEAPON,CHANF_OVERLAP);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
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A_AlertMonsters();
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