diff --git a/Readme.md b/Readme.md index b935e9b..47e20c7 100644 --- a/Readme.md +++ b/Readme.md @@ -53,6 +53,7 @@ This mod requires GZDoom 3.4.0 or later. - Done: Enforcer, Biorifle - Remaining: Shock Rifle, Pulsegun, Minigun, Flak Cannon, Rocket Launcher, Sniper rifle, Chainsaw - Visual recoil affecting aim (time to recycle SM's A_Swing once again) + - Lava/Slime footstep sounds? - Additional model optimization and cleanup - Trim out unused animations (this one is going to be very time-consuming) - Unify some texture groups (umodel does some weird thing where it separates diff --git a/zscript/utcommon.zsc b/zscript/utcommon.zsc index fc7bf73..64dc148 100644 --- a/zscript/utcommon.zsc +++ b/zscript/utcommon.zsc @@ -170,14 +170,14 @@ Class UTPlayer : DoomPlayer if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]); if ( !footsteps.GetBool() ) return; double ang = level.time/(20*TICRATE/35.)*360.; - if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) ) + if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) && (waterlevel < 3) ) { - if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03); + if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03); else A_PlaySound("ut/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03); } - if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) ) + if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) && (waterlevel < 3) ) { - if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.03)); + if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.03)); else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03)); } lastground = player.onground;