Reduced drain rate of Enhanced Shock Rifle.
Block switching to Enhanced Shock Rifle when out of ammo. Reduced the minimum velocity for landing sounds, should help with repeated thumping when walking down stairs.
This commit is contained in:
parent
a73a2b2977
commit
fec0e03971
2 changed files with 9 additions and 4 deletions
|
|
@ -175,10 +175,10 @@ Class UTPlayer : DoomPlayer
|
|||
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) 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 < -2) && (lastvelz >= -8) )
|
||||
if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) )
|
||||
{
|
||||
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
|
||||
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.0625));
|
||||
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("ut/wetsplash",CHAN_AUTO,abs(lastvelz*0.03));
|
||||
else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
|
||||
}
|
||||
lastground = player.onground;
|
||||
lastvelz = prevvelz;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue