1.1.1 update (same as flak_m):

- Sound overhaul.
 - Added extended '95 theme from Unreal mac port.
This commit is contained in:
Marisa the Magician 2020-01-04 22:33:10 +01:00
commit 6820c4deba
32 changed files with 297 additions and 282 deletions

View file

@ -391,8 +391,8 @@ Class ASMDBall : Actor
r.angle = atan2(HitNormal.y,HitNormal.x);
r.pitch = asin(-HitNormal.z);
r.scale *= 1.5;
A_PlaySound("asmd/hit",CHAN_VOICE);
A_PlaySound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
A_StartSound("asmd/hit",CHAN_VOICE);
A_StartSound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
A_AlertMonsters();
int numpt = Random[ASMD](50,100);
@ -581,7 +581,7 @@ Class ASMDBeam : Actor
let r = Spawn("ASMDBlastRing",b.pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
A_PlaySound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
A_StartSound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
int numpt = Random[ASMD](200,300);
for ( int i=0; i<numpt; i++ )
{
@ -649,7 +649,7 @@ Class ASMDBeam : Actor
Spawn("ASMDBeamLight",pos);
}
A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1);
A_PlaySound("asmd/hit",CHAN_VOICE);
A_StartSound("asmd/hit",CHAN_VOICE);
A_AlertMonsters();
int numpt = Random[ASMD](20,50);
for ( int i=0; i<numpt; i++ )
@ -681,7 +681,7 @@ Class ASMD : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("asmd/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_StartSound("asmd/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
@ -712,7 +712,7 @@ Class ASMD : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("asmd/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_StartSound("asmd/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
double mult = Amplifier.GetMult(self,80);
invoker.FireEffect();
A_Overlay(PSP_FLASH,"Flash");
@ -782,7 +782,7 @@ Class ASMD : UnrealWeapon
#### # 8 A_Overlay(-9999,"Dummy");
ASMI A 6
{
A_PlaySound("asmd/vapour",CHAN_6,0.5);
A_StartSound("asmd/vapour",CHAN_WEAPONMISC,CHANF_DEFAULT,.5);
A_Overlay(PSP_FLASH,"VapourFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);

View file

@ -94,7 +94,7 @@ Class Automag : UnrealWeapon
if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.05;
if ( slave )
{
if ( invoker.slaveclipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
if ( invoker.slaveclipcount < 5 ) A_StartSound("automag/click",CHAN_LEFTWEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.35);
if ( invoker.slaveclipcount <= 0 )
{
invoker.slaverefire = 0;
@ -117,7 +117,7 @@ Class Automag : UnrealWeapon
}
else
{
if ( invoker.clipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
if ( invoker.clipcount < 5 ) A_StartSound("automag/click",CHAN_WEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.35);
if ( invoker.clipcount <= 0 )
{
A_ClearRefire();
@ -173,7 +173,7 @@ Class Automag : UnrealWeapon
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("automag/fire",slave?CHAN_6:CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_StartSound("automag/fire",slave?CHAN_LEFTWEAPON:CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( slave )
@ -368,7 +368,7 @@ Class Automag : UnrealWeapon
LeftReady:
2UTS A 0
{
A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
A_StartSound("automag/select",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
invoker.slaveactive = true;
}
2UTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
@ -536,7 +536,7 @@ Class Automag : UnrealWeapon
{
invoker.clipout = true;
A_Overlay(-9999,null);
A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.1);
A_StartSound("automag/click",CHAN_WEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
}
AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
AUTD ABCD 1;
@ -547,7 +547,7 @@ Class Automag : UnrealWeapon
invoker.clipcount += aadd;
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
A_StartSound("automag/reload",CHAN_WEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
@ -559,7 +559,7 @@ Class Automag : UnrealWeapon
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
AUTS A 0 A_StartSound("automag/select",CHAN_WEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
Goto Ready;
LeftReload:
2UTR A 0
@ -571,7 +571,7 @@ Class Automag : UnrealWeapon
}
invoker.slaveclipout = true;
A_Overlay(-9998,null);
A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1);
A_StartSound("automag/click",CHAN_LEFTWEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
return ResolveState(null);
}
2UTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
@ -583,7 +583,7 @@ Class Automag : UnrealWeapon
invoker.slaveclipcount += aadd;
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
A_StartSound("automag/reload",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
@ -595,7 +595,7 @@ Class Automag : UnrealWeapon
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
2UTS A 0 A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
2UTS A 0 A_StartSound("automag/select",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
Goto LeftReady;
Zoom:
AUT2 A 1

View file

@ -171,7 +171,7 @@ Class Betamag : UnrealWeapon
player.setpsprite(2,ResolveState("LeftAltFire"));
}
}
private action bool TryWhip( double angle )
private action bool TryWhip( double angle, bool slave = false )
{
FTranslatedLineTarget t;
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
@ -194,16 +194,16 @@ Class Betamag : UnrealWeapon
else if ( d.HitType == TRACE_HitWall )
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("betamag/hit",CHAN_WEAPON);
A_StartSound("betamag/hit",slave?CHAN_LEFTWEAPONMISC:CHAN_WEAPONMISC,CHANF_OVERLAP);
A_AlertMonsters();
return true;
}
return false;
}
action void A_BetamagWhip()
action void A_BetamagWhip( bool slave = false )
{
invoker.FireEffect();
for ( int i=0; i<16; i++ ) if ( TryWhip(angle+i*(45./16)) || TryWhip(angle-i*(45./16)) ) return;
for ( int i=0; i<16; i++ ) if ( TryWhip(angle+i*(45./16),slave) || TryWhip(angle-i*(45./16),slave) ) return;
}
action void A_BetamagFire( bool alt = false, bool slave = false )
{
@ -213,7 +213,7 @@ Class Betamag : UnrealWeapon
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("betamag/fire",slave?CHAN_6:CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_StartSound("betamag/fire",slave?CHAN_LEFTWEAPON:CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( slave )
@ -389,7 +389,7 @@ Class Betamag : UnrealWeapon
LeftReady:
2UTS A 0
{
A_PlaySound("betamag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
A_StartSound("betamag/select",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
invoker.slaveactive = true;
}
2UTS ABCDEFGHIJK 2 A_JumpIf(invoker.slavedown,"LeftDeselect");
@ -437,7 +437,7 @@ Class Betamag : UnrealWeapon
}
AUTF BCD 1;
AUTF E 2;
AUTF F 0 A_PlaySound("betamag/slide",CHAN_ITEM,!Dampener.Active(self)?.3:.03);
AUTF F 0 A_StartSound("betamag/slide",CHAN_WEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
AUTF FGHI 2;
AUTF J 0 A_BetamagRefire("Hold");
AUTF J 2;
@ -454,7 +454,7 @@ Class Betamag : UnrealWeapon
2UTF A 1 A_BetamagFire(false,true);
2UTF BCD 1;
2UTF E 2;
2UTF F 0 A_PlaySound("betamag/slide",CHAN_7,!Dampener.Active(self)?.3:.03);
2UTF F 0 A_StartSound("betamag/slide",CHAN_LEFTWEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
2UTF FGHI 2;
2UTF J 0 A_BetamagRefire("LeftHold",true);
2UTF J 2;
@ -477,7 +477,7 @@ Class Betamag : UnrealWeapon
AltHold:
AUTA H 1 A_BetamagFire(true);
AUTA I 1;
AUTA J 0 A_PlaySound("betamag/slide",CHAN_ITEM,!Dampener.Active(self)?.3:.03);
AUTA J 0 A_StartSound("betamag/slide",CHAN_WEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
AUTA JKLM 1;
AUTA N 0 A_BetamagRefire("AltHold");
AUTA NOPQ 2;
@ -491,7 +491,7 @@ Class Betamag : UnrealWeapon
LeftAltHold:
2UTA H 1 A_BetamagFire(true,true);
2UTA I 1;
2UTA J 0 A_PlaySound("betamag/slide",CHAN_7,!Dampener.Active(self)?.3:.03);
2UTA J 0 A_StartSound("betamag/slide",CHAN_LEFTWEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
2UTA JKLM 1;
2UTA N 0 A_BetamagRefire("LeftAltHold",true);
2UTA NOPQ 2;
@ -508,7 +508,7 @@ Class Betamag : UnrealWeapon
AUTW F 0
{
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_PlaySound("betamag/whip",CHAN_ITEM);
A_StartSound("betamag/whip",CHAN_WEAPON,CHANF_OVERLAP);
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
}
AUTW FGHIJ 2;
@ -540,7 +540,7 @@ Class Betamag : UnrealWeapon
2UTW F 0
{
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_PlaySound("betamag/whip",CHAN_7);
A_StartSound("betamag/whip",CHAN_LEFTWEAPON,CHANF_OVERLAP);
UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
}
2UTW FGHIJ 2;
@ -549,7 +549,7 @@ Class Betamag : UnrealWeapon
UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3);
}
2UTW KLM 1;
2UTW N 0 A_BetamagWhip();
2UTW N 0 A_BetamagWhip(true);
2UTW NOPQR 1;
2UTW STUVWXYZ[\ 2;
2UTI A 0 A_JumpIf((invoker.Ammo1.Amount<=0)&&(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))||(player.cmd.buttons&BT_RELOAD),"LeftReloadHold");

View file

@ -128,7 +128,7 @@ Class BigBlast : Actor
A_AlertMonsters();
A_Explode(50+special1,150);
A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
A_StartSound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
A_SprayDecal("RazorBlast",-172);
UTMainHandler.DoBlast(self,150,80000);
let r = Spawn("FatRing",pos);
@ -319,7 +319,7 @@ Class BigGun : UnrealWeapon
if ( !weap ) return;
if ( invoker.clipcount <= 0 ) return;
invoker.clipcount--;
A_PlaySound("big/fire",CHAN_WEAPON);
A_StartSound("big/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
@ -534,7 +534,7 @@ Class BigGun : UnrealWeapon
BIGF AB 2;
BIGF C 2
{
A_PlaySound("big/dry",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
A_StartSound("big/dry",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
BIGF LMNOP 2;
@ -552,7 +552,7 @@ Class BigGun : UnrealWeapon
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,-1,3,SWING_Spring,2,3);
invoker.clipout = true;
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
BIGR NOPQRSTUVW 2;
@ -577,7 +577,7 @@ Class BigGun : UnrealWeapon
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.Ammo1.Amount -= aadd;
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
A_PlaySound("big/reload",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
A_StartSound("big/reload",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
BIR2 HIJKL 2;

View file

@ -74,12 +74,12 @@ Class Bonesaw : UnrealWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
if ( !d.HitActor || d.HitActor.bNOBLOOD )
{
A_PlaySound("ripper/hit",CHAN_6);
A_StartSound("ripper/hit",CHAN_WEAPON,CHANF_OVERLAP);
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else A_PlaySound("ripper/flesh",CHAN_6);
else A_StartSound("ripper/flesh",CHAN_WEAPON,CHANF_OVERLAP);
if ( invoker.bAltFire ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.13);
else A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
return true;
@ -169,7 +169,7 @@ Class Bonesaw : UnrealWeapon
#### # 2
{
A_Overlay(-9999,"Null");
A_PlaySound("bonesaw/spin",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("bonesaw/spin",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
invoker.special2 = 0;
}
CSWF ABCDEFGHIJKLMNO 1
@ -185,7 +185,7 @@ Class Bonesaw : UnrealWeapon
}
Goto Hold;
Hold:
CSWH A 0 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
CSWH A 0 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
CSWH ABCDEFGHIJKLMNOPQR 1
{
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
@ -194,7 +194,11 @@ Class Bonesaw : UnrealWeapon
CSWH A 0 A_Refire("Hold");
Goto Release;
Release:
CSWR A 0 A_PlaySound("bonesaw/spinend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
CSWR A 0
{
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("bonesaw/spinend",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
}
CSWR ABCDEFGHI 1
{
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
@ -211,7 +215,7 @@ Class Bonesaw : UnrealWeapon
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("bonesaw/claw",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("bonesaw/claw",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0.2,8,SWING_Spring,2,2.);
}
CSWA ABC 2;

View file

@ -353,7 +353,7 @@ Class DispersionAmmo : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("dpistol/fly",CHAN_VOICE,.9,true,2.);
A_StartSound("dpistol/fly",CHAN_VOICE,CHANF_LOOPING,.9,2.);
mult = max(1.,mult);
}
Default
@ -386,7 +386,7 @@ Class DispersionAmmo : Actor
Death:
TNT1 A 1
{
A_PlaySound("dpistol/hit",CHAN_VOICE);
A_StartSound("dpistol/hit",CHAN_VOICE);
A_DispExpl();
}
Stop;
@ -496,7 +496,7 @@ Class DispersionPistol : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2);
A_StartSound("dpistol/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.4:1.,pitch:1.2);
double mult = Amplifier.GetMult(self,80);
invoker.FireEffect();
Class<Actor> proj, part;
@ -578,7 +578,8 @@ Class DispersionPistol : UnrealWeapon
UTPlayer(self).PlayAttacking3();
DefaultAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:30);
DefaultAmmo(weap.Ammo1).rechargespeed = 1.1;
A_PlaySound("dpistol/altfire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("dpistol/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.4:1.);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect();
int ulevel = sting_dpistol?0:invoker.upgradelevel;
@ -675,6 +676,7 @@ Class DispersionPistol : UnrealWeapon
DefaultAmmo(weap.Ammo1).rechargephase = 0;
UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.4:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
invoker.chargesize += (2.-invoker.upgradelevel*0.15)/35.;
invoker.count += 1./35.;
@ -838,7 +840,7 @@ Class DispersionPistol : UnrealWeapon
// need to make sure player does the repeat fire anim
if ( self is 'UPlayer' )
UPlayer(self).PlayAttacking();
A_PlaySound("dpistol/charge",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
A_StartSound("dpistol/charge",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.4:1.);
A_Overlay(-9999,"Null");
if ( invoker.upgradelevel == 0 ) return ResolveState("AltFire1");
else if ( invoker.upgradelevel == 1 ) return ResolveState("AltFire2");
@ -901,22 +903,22 @@ Class DispersionPistol : UnrealWeapon
return ResolveState("Upgrade4");
}
Upgrade1:
#### # 0 A_PlaySound("dpistol/up1",CHAN_6,Dampener.Active(self)?.2:1.);
#### # 0 A_StartSound("dpistol/up1",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
DPU1 ABCD 9;
DPI2 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
Goto Idle;
Upgrade2:
#### # 0 A_PlaySound("dpistol/up2",CHAN_6,Dampener.Active(self)?.2:1.);
#### # 0 A_StartSound("dpistol/up2",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
DPU2 ABCDEFGHI 9;
DPI3 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
Goto Idle;
Upgrade3:
#### # 0 A_PlaySound("dpistol/up3",CHAN_6,Dampener.Active(self)?.2:1.);
#### # 0 A_StartSound("dpistol/up3",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
DPU3 ABCDEFGHI 9;
DPI4 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
Goto Idle;
Upgrade4:
#### # 0 A_PlaySound("dpistol/up4",CHAN_6,Dampener.Active(self)?.2:1.);
#### # 0 A_StartSound("dpistol/up4",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
DPU4 ABCDEFGHI 9;
DPI5 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
Goto Idle;

View file

@ -77,7 +77,7 @@ Class UFireball : Actor
let l = Spawn("UFireTrail",pos);
l.target = self;
Acceleration = vel.unit()*50;
A_PlaySound("eightball/fly",CHAN_VOICE,.6,true,3.,pitch:1.5);
A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,.6,3.,1.5);
}
action void A_Spread()
{
@ -135,7 +135,7 @@ Class UFireball : Actor
Spawn("UFireLight",pos);
A_Explode(GetMissileDamage(0,0),60);
UTMainHandler.DoBlast(self,60,9000);
A_PlaySound(DeathSound,CHAN_VOICE,attenuation:1.5,pitch:FRandom[ExploS](0.8,1.2));
A_StartSound(DeathSound,CHAN_VOICE,attenuation:1.5,pitch:FRandom[ExploS](0.8,1.2));
}
A_SprayDecal("SmallRocketBlast");
Scale *= FRandom[ExploS](0.6,0.9);
@ -205,7 +205,7 @@ Class UFireball2 : UFireball
Super.PostBeginPlay();
Acceleration = vel.unit()*150;
maxspeed = 50.;
A_PlaySound("eightball/fly",CHAN_VOICE,1.,true,1.5,pitch:.85);
A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,1.,1.5,.85);
}
action void A_FireballExplo2()
{
@ -360,7 +360,7 @@ Class FlameGun : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_StartSound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,96,255,0),1);
if ( bAlt )
@ -438,7 +438,7 @@ Class FlameGun : UnrealWeapon
FGNI A 0 A_Jump(40,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2 A_PlaySound("flamegun/idle",CHAN_6,Dampener.Active(self)?.1:1.);
#### # 2 A_StartSound("flamegun/idle",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
FGNT ABCDEFGHIJKLM 3;
Goto Idle+1;
Fire:
@ -446,7 +446,7 @@ Class FlameGun : UnrealWeapon
FGNF A 2
{
invoker.special1 = 0;
A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamegun/start",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
Hold:
@ -468,20 +468,20 @@ Class FlameGun : UnrealWeapon
FGNT A 0
{
invoker.special1 = 0;
A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamegun/end",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FGNT ABCDEFGHIJKLM 2;
Goto Idle;
Refire:
FGNF H 2 A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
FGNF H 2 A_StartSound("flamegun/start",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
Goto Hold;
AltFire:
#### # 1 A_Overlay(-9999,"Null");
FGNF A 1
{
invoker.special1 = 0;
A_PlaySound("flamegun/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("flamegun/charge",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
FGNF A 1

View file

@ -73,7 +73,7 @@ Class SMiniShell : FastProjectile
A_NoGravity();
A_Explode(200,120,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
A_StartSound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
A_SprayDecal("SmallRocketBlast");
UTMainHandler.DoBlast(self,120,20000);
Scale *= FRandom[ExploS](1.4,1.8);
@ -168,7 +168,7 @@ Class SMiniGun : UnrealWeapon
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
A_QuakeEx(2,2,2,bAlt?5:3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
A_StartSound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
if ( bAlt )
{
@ -332,7 +332,7 @@ Class SMiniGun : UnrealWeapon
SMII A 0
{
A_ClearRefire();
A_PlaySound("smini/endfire",CHAN_ITEM);
A_StartSound("smini/endfire",CHAN_WEAPONMISC);
A_Overlay(2,"Steam");
A_OverlayFlags(2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE|PSPF_ALPHA|PSPF_FORCEALPHA,true);
A_OverlayRenderstyle(2,STYLE_Add);

View file

@ -302,7 +302,7 @@ Class ImpalerBolt : Actor
Super.PostBeginPlay();
t = new("ImpalerBoltTracer");
if ( !(GetClass() is 'StarterImpalerBolt') )
A_PlaySound("impaler/beam",CHAN_BODY,.2,true,2.,pitch:.75);
A_StartSound("impaler/beam",CHAN_BODY,CHANF_LOOPING,.2,2.,.75);
}
void CheckBeam( Vector3 x )
{
@ -592,7 +592,7 @@ Class ImpalerProjectile : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("impaler/fly",CHAN_BODY,1.,true,2.);
A_StartSound("impaler/fly",CHAN_BODY,CHANF_LOOPING,1.,2.);
}
action void A_ImpalerHit()
{
@ -605,7 +605,7 @@ Class ImpalerProjectile : Actor
A_Explode(50+special1/2,80+special1/5);
UTMainHandler.DoBlast(self,80+special1/5,40000);
A_QuakeEx(2,2,2,5,0,150+special1/5,"",QF_RELATIVE|QF_SCALEDOWN,falloff:80+special1/2,rollintensity:0.2);
A_PlaySound("impaler/hit",CHAN_VOICE);
A_StartSound("impaler/hit",CHAN_VOICE);
A_SprayDecal("ShockMark",20);
let l = Spawn("ImpalerBurstLight",pos);
l.Args[3] += special1/5;
@ -786,7 +786,8 @@ Class Impaler : UnrealWeapon
A_Overlay(-9999,"Null");
A_Overlay(-3,"Null");
A_Overlay(-2,"Null");
A_PlaySound("impaler/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
@ -872,7 +873,7 @@ Class Impaler : UnrealWeapon
}
action void A_StopBeam()
{
A_StopSound(CHAN_WEAPON);
A_StopSound(CHAN_WEAPONMISC);
if ( invoker.beam ) invoker.beam.Destroy();
}
override void OwnerDied()
@ -919,12 +920,12 @@ Class Impaler : UnrealWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
if ( !d.HitActor || d.HitActor.bNOBLOOD )
{
A_PlaySound("impaler/wall",CHAN_WEAPON);
A_StartSound("impaler/wall",CHAN_WEAPONMISC,CHANF_OVERLAP);
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else A_PlaySound("impaler/flesh",CHAN_WEAPON);
else A_StartSound("impaler/flesh",CHAN_WEAPONMISC,CHANF_OVERLAP);
A_AlertMonsters();
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
return true;
@ -940,6 +941,7 @@ Class Impaler : UnrealWeapon
override void DoEffect()
{
Super.DoEffect();
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(Owner)?.4:1.);
if ( (Ammo1.Amount <= 0) && (ClipCount <= 0) ) SelectionOrder = 6600;
else SelectionOrder = default.SelectionOrder;
if ( Owner.player.ReadyWeapon != self ) return;
@ -1011,7 +1013,7 @@ Class Impaler : UnrealWeapon
IMPM A 2
{
A_Overlay(-9999,"Null");
A_PlaySound("impaler/stab",CHAN_WEAPON);
A_StartSound("impaler/stab",CHAN_WEAPON,CHANF_OVERLAP);
}
IMPM BC 2;
IMPM D 2 A_Stab();
@ -1041,7 +1043,7 @@ Class Impaler : UnrealWeapon
IMPA ABCDEFGH 2;
IMPA I 0
{
A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
A_StartSound("impaler/altfire",CHAN_WEAPONMISC,CHANF_LOOPING);
A_StartBeam();
invoker.special1 = 0;
}
@ -1060,7 +1062,7 @@ Class Impaler : UnrealWeapon
player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
A_StopBeam();
A_PlaySound("impaler/altend",CHAN_WEAPON,looping:true);
A_StartSound("impaler/altend",CHAN_WEAPONMISC,CHANF_LOOPING);
}
IMPA QRSTUVWX 2;
Goto Idle;
@ -1081,13 +1083,13 @@ Class Impaler : UnrealWeapon
A_Overlay(-2,"ZapUp");
A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_ForceStyle|PSPF_Alpha|PSPF_ForceAlpha,true);
A_OverlayRenderStyle(-2,STYLE_Add);
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
A_StartSound("impaler/gem",CHAN_WEAPONMISC,CHANF_LOOPING);
}
else
{
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
}
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
@ -1101,7 +1103,7 @@ Class Impaler : UnrealWeapon
invoker.HasGem = false;
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
}
IMPG ABCDE 2;
Goto FullDeselect;

View file

@ -118,7 +118,7 @@ Class TranslatorEvent : Actor
{
if ( special2 ) Console.Printf(StringTable.Localize("$TR_MSG"));
else Console.Printf(StringTable.Localize("$TR_NEWMSG"));
S_Sound("translator/event",CHAN_VOICE|CHAN_UI);
S_StartSound("translator/event",CHAN_VOICE,CHANF_UI);
}
Translator.AddMessage(user_message,user_hint);
if ( special2 ) Translator.bNotNewMessage = true;
@ -273,7 +273,7 @@ Class VoiceBoxActive : Actor
"automag/shot"
};
if ( invoker.b ) invoker.b.A_AlertMonsters(0,AMF_TARGETEMITTER);
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_PlaySound(BattleSounds[i],CHAN_AUTO,FRandom[Voicebox](0.5,1.0));
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_StartSound(BattleSounds[i],CHAN_VOICE,CHANF_OVERLAP,FRandom[Voicebox](0.5,1.0));
}
override void Tick()
{
@ -314,7 +314,7 @@ Class VoiceBoxActive : Actor
VBOX A 30
{
invoker.anglevel *= 0;
A_PlaySound("voice/activate");
A_StartSound("voice/activate");
}
VBOX ABCDEFGHIJ 1
{
@ -327,7 +327,7 @@ Class VoiceBoxActive : Actor
VBOX A 0
{
if ( invoker.b ) invoker.b.Destroy();
A_PlaySound("flare/explode",CHAN_VOICE);
A_StartSound("flare/explode",CHAN_VOICE);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);
@ -481,8 +481,8 @@ Class FlareThrown : Actor
}
if ( !b )
{
A_PlaySound("flare/on");
A_PlaySound("flare/loop",CHAN_VOICE,.5,true);
A_StartSound("flare/on");
A_StartSound("flare/loop",CHAN_VOICE,CHANF_LOOPING,.5);
tracer = Spawn("FlareThrownX",pos);
tracer.angle = angle;
tracer.pitch = pitch;
@ -534,7 +534,7 @@ Class FlareThrown : Actor
return ResolveState("Fizz");
}
A_StopSound(CHAN_VOICE);
A_PlaySound("flare/explode");
A_StartSound("flare/explode");
A_Explode(50,50);
A_NoGravity();
A_Stop();
@ -797,8 +797,8 @@ Class BetaFlareThrown : Actor
}
if ( !b )
{
A_PlaySound("flare/on");
A_PlaySound("flare/loop",CHAN_VOICE,.5,true);
A_StartSound("flare/on");
A_StartSound("flare/loop",CHAN_VOICE,CHANF_LOOPING,.5);
b = Spawn("FlareHitbox",pos);
b.master = self;
}
@ -847,7 +847,7 @@ Class BetaFlareThrown : Actor
if ( waterlevel > 0 ) return ResolveState("Fizz");
A_RemoveLight('PLight');
A_StopSound(CHAN_VOICE);
A_PlaySound("flare/explode");
A_StartSound("flare/explode");
A_Explode(50,50);
A_NoGravity();
A_Stop();
@ -980,7 +980,7 @@ Class Dampener : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
Owner.A_StartSound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
return false;
}
override void DoEffect()
@ -989,7 +989,7 @@ Class Dampener : UnrealInventory
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("dampener/off",CHAN_ITEM);
Owner.A_StartSound("dampener/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_DAMPENER"));
if ( Amount <= 0 ) DepleteOrDestroy();
}
@ -1127,14 +1127,14 @@ Class ForcefieldEffect : Actor
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
A_PlaySound("ffield/hit",CHAN_BODY);
A_StartSound("ffield/hit",flags:CHANF_OVERLAP);
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("ffield/on",CHAN_ITEM);
A_PlaySound("ffield/active",CHAN_VOICE,0.6,true);
A_StartSound("ffield/on",CHAN_ITEM);
A_StartSound("ffield/active",CHAN_VOICE,CHANF_LOOPING,.6);
let tracer = Spawn("ForceFieldLight",pos);
tracer.target = self;
lct = 24;
@ -1149,7 +1149,7 @@ Class ForcefieldEffect : Actor
A_UnsetShootable();
A_UnsetSolid();
}
FFLD A 1 Bright A_PlaySound("ffield/hit",CHAN_VOICE);
FFLD A 1 Bright A_StartSound("ffield/hit",CHAN_VOICE);
Stop;
}
}
@ -1243,7 +1243,7 @@ Class UFlashlight : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"lite/pickup":"lite/off",CHAN_ITEM);
Owner.A_StartSound(bActive?"lite/pickup":"lite/off",CHAN_ITEM);
if ( bActive )
{
if ( !lt[0] ) lt[0] = UFlashLight1(Spawn("UFlashLight1",owner.pos));
@ -1267,7 +1267,7 @@ Class UFlashlight : UnrealInventory
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("lite/off",CHAN_ITEM);
Owner.A_StartSound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_FLASHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
@ -1326,7 +1326,7 @@ Class USearchlight : UFlashlight
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("lite/off",CHAN_ITEM);
Owner.A_StartSound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SEARCHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
@ -1668,7 +1668,7 @@ Class MinigunSentry : Actor
if ( (special1 <= 0) && master.master && master.master.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_SENTRYDRY"));
A_SentryFaceTarget();
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
A_PlaySound("sentry/fire",CHAN_WEAPON);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP);
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(pos,x*24+z*8);
@ -1724,7 +1724,7 @@ Class MinigunSentry : Actor
SENT A 15;
SENT A 0
{
A_PlaySound("sentry/raise");
A_StartSound("sentry/raise");
if ( master ) master.A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDEFGHIJKLMNO 3;
@ -1732,7 +1732,7 @@ Class MinigunSentry : Actor
Idle:
SENI A 0
{
A_PlaySound("sentry/move",CHAN_BODY,0.4,true,pitch:0.8);
A_StartSound("sentry/move",flags:CHANF_LOOPING,.4,pitch:.8);
if ( specialf1 > 0 ) specialf1 = -maxangle;
else specialf1 = maxangle;
special2 = 0;
@ -1745,7 +1745,7 @@ Class MinigunSentry : Actor
}
Wait;
IdleStop:
SENI A 0 A_PlaySound("sentry/movestop",CHAN_BODY,0.4,pitch:0.8);
SENI A 0 A_StartSound("sentry/movestop",volume:.4,pitch:.8);
SENI A 1
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
@ -1754,7 +1754,7 @@ Class MinigunSentry : Actor
}
Wait;
See:
SENI A 0 A_PlaySound("sentry/movestop",CHAN_BODY,0.4,pitch:0.8);
SENI A 0 A_StartSound("sentry/movestop",volume:.4,pitch:.8);
SENI A 1
{
if ( !TargetVisible() )
@ -1770,7 +1770,7 @@ Class MinigunSentry : Actor
Missile:
SENW A 0
{
A_PlaySound("sentry/wind",looping:true);
A_StartSound("sentry/wind",flags:CHANF_LOOPING);
if ( master )
{
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
@ -1812,7 +1812,7 @@ Class MinigunSentry : Actor
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
if ( TargetVisible() && (special1>0) ) return ResolveState("MissileLoop");
A_PlaySound("sentry/unwind");
A_StartSound("sentry/unwind");
if ( master ) master.SetStateLabel("MissileEnd");
return ResolveState(null);
}
@ -1824,7 +1824,7 @@ Class MinigunSentry : Actor
Wait;
SENI A 0
{
A_PlaySound("sentry/raise");
A_StartSound("sentry/raise");
if ( master )
{
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
@ -1903,7 +1903,7 @@ Class SentryFragment : Actor
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
vel = (vel.unit()+(FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2))).unit()*vel.length();
A_PlaySound("vfrag/bounce",CHAN_BODY,min(1.,vel.length()*0.1),pitch:FRandom[Junk](0.6,1.4));
A_StartSound("vfrag/bounce",volume:min(1.,vel.length()*0.1),pitch:FRandom[Junk](0.6,1.4));
}
Goto Spawn;
Death:
@ -1944,7 +1944,7 @@ Class SentryBoom : Actor
{
Super.PostBeginPlay();
A_Explode(80,250);
A_PlaySound("sentry/explode");
A_StartSound("sentry/explode");
UTMainHandler.DoBlast(self,250,70000);
double ang, pt;
for ( int i=0; i<16; i++ )
@ -2102,7 +2102,7 @@ Class MinigunSentryBase : Actor
}
let amo = user.FindInventory("UMiniAmmo");
if ( !amo || (amo.Amount <= 0) || (tracer.special1 >= sentryammo) ) return false;
A_PlaySound("misc/i_pkup",CHAN_ITEM);
A_StartSound("misc/i_pkup",CHAN_ITEM);
int xammo = min(sentryammo-tracer.special1,amo.Amount);
special1 = tracer.special1 += xammo;
amo.Amount -= xammo;
@ -2409,7 +2409,7 @@ Class SentryGun : Actor
return;
}
A_AlertMonsters(0,AMF_TARGETEMITTER);
A_PlaySound("sentry/fire",CHAN_WEAPON,pitch:1.6);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:1.6);
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(pos,x*12+z*16);
@ -2471,7 +2471,7 @@ Class SentryGun : Actor
StartUp:
SENR A 0
{
A_PlaySound("sentry/raise",pitch:1.6);
A_StartSound("sentry/raise",pitch:1.6);
A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDE 4;
@ -2482,7 +2482,7 @@ Class SentryGun : Actor
WindUp:
SENW A 0
{
A_PlaySound("sentry/wind",looping:true,pitch:1.6);
A_StartSound("sentry/wind",flags:CHANF_LOOPING,pitch:1.6);
A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENW ABCDEFGHIJKLMN 1;
@ -2502,11 +2502,11 @@ Class SentryGun : Actor
SENU A 0; // tweening hack
Loop;
Unwind:
SENU A 0 A_PlaySound("sentry/unwind",pitch:1.6);
SENU A 0 A_StartSound("sentry/unwind",pitch:1.6);
SENU ABCDEFGHIJKLMN 1;
Goto Idle;
ShutDown:
SEND A 0 A_PlaySound("sentry/raise",pitch:1.6);
SEND A 0 A_StartSound("sentry/raise",pitch:1.6);
SEND ABCDE 4;
SEND E 20;
SEND E -1 A_Die();
@ -2515,7 +2515,7 @@ Class SentryGun : Actor
TNT1 A 0
{
A_StopSound(CHAN_BODY);
A_PlaySound("flare/explode",CHAN_VOICE);
A_StartSound("flare/explode",CHAN_VOICE);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);

View file

@ -656,7 +656,7 @@ Class UNapalm : Actor
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
A_PlaySound("napalm/hit",CHAN_BODY,min(1.,scale.x));
A_StartSound("napalm/hit",volume:min(1.,scale.x));
}
action void A_DropDrip()
{
@ -833,16 +833,9 @@ Class UFlamethrower : UnrealWeapon
}
override void DetachFromOwner()
{
Owner.A_StopSound(CHAN_6);
A_PlaySound("flamet/down",CHAN_6);
A_StartSound("flamet/down",CHAN_WEAPONMISC);
Super.DetachFromOwner();
}
override void OwnerDied()
{
if ( Owner.player && (Owner.player.ReadyWeapon == self) )
Owner.A_StopSound(CHAN_6);
Super.OwnerDied();
}
override void DoEffect()
{
Super.DoEffect();
@ -907,7 +900,7 @@ Class UFlamethrower : UnrealWeapon
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = 0;
invoker.special1 = 0;
A_PlaySound("flamet/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("flamet/fire",CHAN_WEAPON,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
A_Overlay(-9999,"Dummy2");
}
action void A_BeginCharge()
@ -915,7 +908,7 @@ Class UFlamethrower : UnrealWeapon
let weap = Weapon(invoker);
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = invoker.chargesize = 0;
A_PlaySound("flamet/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("flamet/charge",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
A_Overlay(-9999,"Dummy3");
}
action void A_ChargeUp()
@ -956,7 +949,7 @@ Class UFlamethrower : UnrealWeapon
A_WeaponOffset(0,32);
A_OverlayOffset(-2,0,0);
invoker.bCharging = false;
A_PlaySound("flamet/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,pitch:max(.5,1.2-invoker.chargesize/10.));
A_StartSound("flamet/altfire",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.,pitch:max(.5,1.2-invoker.chargesize/10.));
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
Vector3 x, y, z;
@ -1009,7 +1002,7 @@ Class UFlamethrower : UnrealWeapon
FLMS ABCDEF 2 A_WeaponReady(WRF_NOFIRE);
FLMS G 0
{
A_PlaySound("flamet/idle",CHAN_6,Dampener.Active(self)?.1:1.,true);
A_StartSound("flamet/idle",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
A_Overlay(-2,"FlameReady");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE|PSPF_ALPHA|PSPF_FORCEALPHA,true);
A_OverlayRenderStyle(-2,STYLE_Add);
@ -1025,17 +1018,17 @@ Class UFlamethrower : UnrealWeapon
Wait;
Idle:
FLMI A 0 A_Overlay(-9999,"Dummy");
FLMI ABCDEFG 12 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
FLMI ABCDEFG 12 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
FLMI A 0 A_Jump(20,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2
{
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
player.SetPSprite(-2,ResolveState("FlameTwiddle"));
}
FLMT ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
FLT2 ABCDEF 2 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
FLMT ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
FLT2 ABCDEF 2 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
Goto Idle+1;
Fire:
#### # 2
@ -1053,7 +1046,7 @@ Class UFlamethrower : UnrealWeapon
FLMF FGHIJK 2
{
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_6,Dampener.Active(self)?.02:.2);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.02:.2);
}
Loop;
Release:
@ -1061,8 +1054,8 @@ Class UFlamethrower : UnrealWeapon
{
A_Overlay(-9999,"Null");
player.SetPSprite(-2,ResolveState("FlameRelease"));
A_PlaySound("flamet/fireend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamet/fireend",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FLMF MNOP 2;
@ -1111,7 +1104,7 @@ Class UFlamethrower : UnrealWeapon
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamet/down",CHAN_WEAPONMISC,volume:Dampener.Active(self)?.1:1.);
player.SetPSprite(-2,ResolveState("FlameDeselect"));
}
FLMD ABCDEFHIJ 1;

View file

@ -118,14 +118,14 @@ Class OLSMP : UnrealWeapon
}
override void PlayUpSound( Actor origin )
{
origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.,pitch:0.8);
origin.A_StartSound(upsound,CHAN_WEAPON,volume:Dampener.Active(origin)?.1:1.,pitch:0.8);
}
action void A_OLSMPRefire( statelabel flash = null, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.01;
if ( invoker.clipcount < 35 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35,pitch:1.6);
if ( invoker.clipcount < 35 ) A_StartSound("automag/click",CHAN_WEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?1.:.35,pitch:1.6);
if ( invoker.clipcount <= 0 )
{
A_ClearRefire();
@ -141,7 +141,7 @@ Class OLSMP : UnrealWeapon
invoker.clipcount--;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("automag/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2,pitch:FRandom[Automag](1.2,1.8)*(alt?2.5:1.));
A_StartSound("automag/fire",CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2,pitch:FRandom[Automag](1.2,1.8)*(alt?2.5:1.));
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
A_Overlay(-2,"MuzzleFlash");
@ -338,7 +338,7 @@ Class OLSMP : UnrealWeapon
invoker.clipout = true;
A_Overlay(-9999,null);
A_WeaponOffset(0,32); // fix sudden psprite lowering
A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.1,pitch:0.8);
A_StartSound("automag/click",CHAN_WEAPONMISC,volume:!Dampener.Active(self)?1.:.1,pitch:0.8);
}
AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
AUTD ABCD 1;
@ -349,7 +349,7 @@ Class OLSMP : UnrealWeapon
invoker.clipcount += aadd;
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.Ammo1.Amount -= aadd;
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
A_StartSound("automag/reload",CHAN_WEAPONMISC,volume:!Dampener.Active(self)?1.:.1,pitch:0.8);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
Vector3 x, y, z, origin;
@ -360,7 +360,7 @@ Class OLSMP : UnrealWeapon
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
AUTS A 0 A_StartSound("automag/select",CHAN_WEAPON,volume:!Dampener.Active(self)?1.:.1,pitch:0.8);
Goto Ready;
Deselect:
AUTD A 1 A_Overlay(-9999,null);

View file

@ -95,7 +95,7 @@ Class PeaceRocket : Actor
Super.PostBeginPlay();
let l = Spawn("PeaceTrail",pos);
l.target = self;
A_PlaySound("peace/fly",CHAN_VOICE,1.0,true,2.5,pitch:0.8);
A_StartSound("peace/fly",CHAN_VOICE,CHANF_LOOPING,1.,2.5,.8);
Acceleration = vel*1.67;
}
action void A_CheckForTargets()
@ -128,7 +128,7 @@ Class PeaceRocket : Actor
UTMainHandler.DoBlast(self,200,70000);
A_Explode(100,200);
A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:0.2);
A_PlaySound("eightball/explode",CHAN_VOICE);
A_StartSound("eightball/explode",CHAN_VOICE);
A_AlertMonsters();
Spawn("RocketExplLight",pos);
int numpt = Random[Peace](15,30);
@ -230,7 +230,7 @@ Class PeaceBarrel : Actor
}
action void A_FireRocket( int n )
{
A_PlaySound("uflak/altfire",CHAN_AUTO);
A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
@ -274,8 +274,8 @@ Class PeaceBarrel : Actor
A_NoGravity();
A_SetScale(bAMBUSH?1.8:1.2);
A_Explode(bAMBUSH?500:125,bAMBUSH?200:100);
A_PlaySound("sentry/explode",CHAN_BODY,pitch:0.6);
A_PlaySound("eightball/explode",CHAN_VOICE,pitch:0.8);
A_StartSound("sentry/explode",CHAN_VOICE,CHANF_OVERLAP,pitch:.6);
A_StartSound("eightball/explode",CHAN_VOICE,CHANF_OVERLAP,pitch:.8);
A_AlertMonsters();
A_QuakeEx(4,4,4,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:0.2);
UTMainHandler.DoBlast(self,bAMBUSH?200:100,50000);
@ -356,42 +356,42 @@ Class PeaceBarrel : Actor
PEMM A 4 A_AlignSelf();
PEMM A 35
{
A_PlaySound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_AUTO);
A_StartSound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_VOICE,CHANF_OVERLAP);
A_AlertMonsters();
return A_JumpIf(--special1<0,1);
}
Wait;
PEMM A 0 A_JumpIf(bAMBUSH,"Detonate");
PEMM A 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM A 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM B 3;
PEMM C 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM D 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM E 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM C 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM D 3 A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM E 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM F 3
{
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
}
PEMM G 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM G 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM H 3
{
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
}
PEMM I 3;
PEMM J 3
{
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
}
PEMM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
PEMM K 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
PEMM L 3 A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
PEMM M 3;
PEMM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM N 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
PEMM OPQ 3;
PEMM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM R 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
PEMM STU 3;
PEMM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM V 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
PEMM XYZ[\] 3;
PEMM ] 35;
PEMM ] 0 A_FireRocket(0);
@ -431,7 +431,7 @@ Class Peacemaker : UnrealWeapon
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
A_PlaySound("peace/throw",CHAN_WEAPON);
A_StartSound("peace/throw",CHAN_WEAPON);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*3);
@ -453,7 +453,7 @@ Class Peacemaker : UnrealWeapon
action void A_StartCount()
{
invoker.special1 = invoker.special2 = 0;
A_PlaySound("peace/set",CHAN_ITEM,.4);
A_StartSound("peace/set",CHAN_WEAPONMISC,CHANF_OVERLAP,.4);
}
action void A_CountUp( Statelabel next )
{
@ -463,7 +463,7 @@ Class Peacemaker : UnrealWeapon
invoker.special2++;
if ( invoker.special2 <= 9 )
{
A_PlaySound("peace/set",CHAN_ITEM,.4);
A_StartSound("peace/set",CHAN_WEAPONMISC,CHANF_OVERLAP,.4);
player.FindPSprite(PSP_WEAPON).frame = invoker.special2;
}
invoker.special1 = 0;
@ -501,7 +501,7 @@ Class Peacemaker : UnrealWeapon
Wait;
Ready:
PEMS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
PEMS K 0 A_PlaySound("peace/up",CHAN_ITEM,.4);
PEMS K 0 A_StartSound("peace/up",CHAN_WEAPONMISC,volume:.4);
PEMS KLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE);
Idle:
PEMI A 1
@ -528,7 +528,7 @@ Class Peacemaker : UnrealWeapon
PEMF ABCD 2;
PEMF E 0
{
A_PlaySound("peace/down",CHAN_ITEM,.4);
A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
}
PEMF EFG 2;
@ -546,7 +546,7 @@ Class Peacemaker : UnrealWeapon
PEMF ABCD 2;
PEMF E 0
{
A_PlaySound("peace/down",CHAN_ITEM,.4);
A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
}
PEMF EFG 2;

View file

@ -256,8 +256,8 @@ Class QuadShot : UnrealWeapon
{
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
double blend = invoker.clipcount/4.;
A_PlaySound("quadshot/alt",CHAN_WEAPON,(!Dampener.Active(self)?1.:.2)*blend);
A_PlaySound("quadshot/fire",CHAN_7,(!Dampener.Active(self)?1.:.2)*(1.-blend));
A_StartSound("quadshot/alt",CHAN_WEAPON,CHANF_OVERLAP,(!Dampener.Active(self)?1.:.2)*blend);
A_StartSound("quadshot/fire",CHAN_WEAPONMISC,CHANF_OVERLAP,(!Dampener.Active(self)?1.:.2)*(1.-blend));
double spread = invoker.clipcount;
for ( int i=0; i<invoker.clipcount; i++ )
{
@ -282,7 +282,7 @@ Class QuadShot : UnrealWeapon
else
{
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("quadshot/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_StartSound("quadshot/fire",CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](5,7),FRandom[Quadshot](-1,-1.5),Random[Quadshot](3,6),SWING_Spring,0,FRandom[Quadshot](1.8,2.4));
for ( int i=0; i<10; i++ )
@ -427,7 +427,7 @@ Class QuadShot : UnrealWeapon
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("automag/click",CHAN_WEAPON,Dampener.Active(self)?.05:.5);
A_StartSound("automag/click",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.05:.5);
}
QUAF AJK 2;
Goto Idle;
@ -449,9 +449,9 @@ Class QuadShot : UnrealWeapon
UTPlayer(self).PlayReloading();
}
QUAP ABCD 1;
QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP E 0 A_StartSound("quadshot/pump1",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
QUAP EFGHIJKLM 1;
QUAP N 0 A_PlaySound("quadshot/pump2",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP N 0 A_StartSound("quadshot/pump2",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
QUAP NOPQRSTUVWXYZ[\ 1;
QUAP \ 0;
QUAI A 0; // force no tween
@ -461,7 +461,7 @@ Class QuadShot : UnrealWeapon
QUAR ABCDEFGHIJK 1;
QUAR L 0
{
A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("quadshot/open",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
}
@ -479,7 +479,7 @@ Class QuadShot : UnrealWeapon
invoker.clipout = false;
invoker.heldshells = invoker.clipcount;
invoker.clipcount = 0;
A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("quadshot/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
let weap = Weapon(invoker);
for ( int i=0; i<2; i++ )
{
@ -495,7 +495,7 @@ Class QuadShot : UnrealWeapon
QUR3 ABCDEFGHIJKLMNO 1;
QUR3 P 0
{
A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("quadshot/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
let weap = Weapon(invoker);
for ( int i=0; i<2; i++ )
{
@ -511,7 +511,7 @@ Class QuadShot : UnrealWeapon
QUR4 ABCDE 1;
QUR4 F 0
{
A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("quadshot/close",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
}
QUR4 FGHIJKLMNOPQ 1;

View file

@ -58,9 +58,9 @@ Class RazorBlade : Actor
if ( special1 > 0 )
{
vel *= 1.+.06+special1;
A_PlaySound("razorjack/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
A_StartSound("razorjack/hum",CHAN_VOICE,CHANF_LOOPING,1.,3.,3.125+special1*.2);
}
else A_PlaySound("razorjack/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
else A_StartSound("razorjack/hum",CHAN_VOICE,CHANF_LOOPING,1.,3.,3.125);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
@ -79,7 +79,7 @@ Class RazorBlade : Actor
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("razorjack/flesh");
A_StartSound("razorjack/flesh");
A_AlertMonsters();
}
UTMainHandler.DoKnockback(target,vel.unit(),15000);
@ -120,7 +120,7 @@ Class RazorBlade : Actor
}
action void A_RazorHit()
{
A_PlaySound("razorjack/hit");
A_StartSound("razorjack/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
@ -240,7 +240,7 @@ Class Razorjack : UnrealWeapon
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
A_PlaySound("razorjack/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
A_StartSound("razorjack/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:bAlt?1.:(1.+invoker.special1*.1));
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
A_AlertMonsters();

View file

@ -84,7 +84,7 @@ Class URifle : UnrealWeapon
action void A_ToggleLight()
{
invoker.bLightOn = !invoker.bLightOn;
A_PlaySound(invoker.bLightOn?"lite/pickup":"lite/off",CHAN_ITEM);
A_StartSound(invoker.bLightOn?"lite/pickup":"lite/off",CHAN_ITEM);
if ( invoker.bLightOn )
{
if ( !invoker.lt[0] ) invoker.lt[0] = UFlashLight1(Spawn("UFlashLight1",pos));
@ -121,8 +121,8 @@ Class URifle : UnrealWeapon
UTPlayer(self).PlayAttacking3();
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,0,0,255),1);
if ( alt ) A_PlaySound("rifle/fire",CHAN_WEAPON,Dampener.Active(self)?.3:1.,pitch:FRandom[Sniper](0.9,1.1));
else A_PlaySound("rifle/fire",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
if ( alt ) A_StartSound("rifle/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.,pitch:FRandom[Sniper](0.9,1.1));
else A_StartSound("rifle/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
if ( zoomed )
{
@ -306,7 +306,7 @@ Class URifle : UnrealWeapon
Goto Idle;
Zoom:
SRSU A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomOut");
SRSU A 0 A_PlaySound("rifle/scopeon",CHAN_ITEM,.5);
SRSU A 0 A_StartSound("rifle/scopeon",CHAN_WEAPONMISC,volume:.5);
SRSU ABCDEFGHIJKLMN 1;
SRSI A 0;
Goto ZoomHold;
@ -321,14 +321,14 @@ Class URifle : UnrealWeapon
Goto ZoomedIdle;
ZoomOut:
SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5);
SRSD A 0 A_StartSound("rifle/scopeoff",CHAN_WEAPONMISC,volume:.5);
SRSI A 1;
SRSD ABCDEFGHIJKLMNO 1;
Goto Idle;
Deselect:
SRFD A 0 A_JumpIf(invoker.sniperzoom<=1.0,"Deselect2");
SRSD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
SRSD A 0 A_PlaySound("rifle/scopeoff",CHAN_ITEM,.5);
SRSD A 0 A_StartSound("rifle/scopeoff",CHAN_WEAPONMISC,volume:.5);
SRSI A 1;
SRSD ABCDEFGHIJKLMNO 1;
Deselect2:

View file

@ -179,8 +179,8 @@ Class TarydiumExplosion : Actor
// (just going off the novels here, it's supposed to be pretty strong)
A_QuakeEx(clamp(special1/6,2,9),clamp(special1/6,2,9),clamp(special1/6,2,9),10,0,300+special1*2,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200+special1*2,rollIntensity:0.12);
SetOrigin(Vec3Offset(0,0,16),false);
A_PlaySound("stinger/explode",CHAN_VOICE,pitch:FRandom[Stinger](0.8,1.5));
A_PlaySound("stinger/explode",CHAN_ITEM,pitch:FRandom[Stinger](0.8,1.5));
A_StartSound("stinger/explode",CHAN_VOICE,pitch:FRandom[Stinger](0.8,1.5));
A_StartSound("stinger/explode",CHAN_ITEM,pitch:FRandom[Stinger](0.8,1.5));
let l = Spawn("TarydiumExLight",pos);
l.args[3] = int(60*scale.x);
scale.x *= RandomPick[Stinger](-1,1);
@ -417,8 +417,8 @@ Class StingerProjectile : Actor
ExplodeMissile();
return;
}
if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5));
else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
if ( !Random[Stinger](0,2) ) A_StartSound("stinger/hit2",volume:.5,pitch:FRandom[Stinger](0.5,1.5));
else A_StartSound("stinger/hit",volume:.6);
A_SprayDecal("WallCrack",-20);
A_AlertMonsters();
let l = Spawn("StingerBurstLight",pos);
@ -451,7 +451,7 @@ Class StingerProjectile : Actor
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("stinger/flesh");
A_StartSound("stinger/flesh");
A_AlertMonsters();
if ( sting_stinger )
{
@ -463,8 +463,8 @@ Class StingerProjectile : Actor
}
action void A_StingerHit()
{
if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5));
else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
if ( !Random[Stinger](0,2) ) A_StartSound("stinger/hit2",volume:.5,pitch:FRandom[Stinger](0.5,1.5));
else A_StartSound("stinger/hit",volume:.6);
A_SprayDecal("WallCrack",20);
A_AlertMonsters();
Spawn("StingerBurstLight",pos);
@ -547,12 +547,12 @@ Class Stinger : UnrealWeapon
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( hold )
{
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
A_Overlay(PSP_FLASH,"MFlashHold");
}
else
{
A_PlaySound("stinger/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("stinger/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
A_Overlay(PSP_FLASH,"MFlash");
}
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
@ -598,7 +598,7 @@ Class Stinger : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_PlaySound("stinger/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("stinger/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
A_Overlay(PSP_FLASH,"MFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
@ -677,7 +677,7 @@ Class Stinger : UnrealWeapon
Goto Idle;
STNI A 0
{
A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("stinger/hold",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
invoker.flashnum = Random[Stinger](0,3);
}
Hold:
@ -692,7 +692,11 @@ Class Stinger : UnrealWeapon
STNH BCDEFG 1;
STNH A 0 A_JumpIfNoAmmo(1);
STNH A 0 A_Refire();
STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
STNH A 2
{
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("stinger/release",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
}
Goto Idle;
AltFire:
STNF A 2 A_StingerAltFire();

View file

@ -209,7 +209,7 @@ Class StunProj : Actor
moving = false;
SetStateLabel("Death");
A_QuakeEx(1,1,1,3,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
A_StartSound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int numpt = Random[ExploS](10,15);
@ -355,7 +355,8 @@ Class Stunner : UnrealWeapon
UTPlayer(self).PlayAttacking3();
StunnerAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:5);
StunnerAmmo(weap.Ammo1).rechargespeed = 2.;
A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("stun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect();
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
@ -406,7 +407,7 @@ Class Stunner : UnrealWeapon
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = 0;
invoker.chargesize = .6;
A_PlaySound("stun/charge",CHAN_WEAPON,Dampener.Active(self)?.15:1.);
A_StartSound("stun/charge",CHAN_WEAPONMISC,volume:Dampener.Active(self)?.15:1.);
A_Overlay(-2,"Sparks");
A_OverlayFlags(-2,PSPF_RenderStyle,true);
A_OverlayRenderStyle(-2,STYLE_Add);
@ -422,6 +423,7 @@ Class Stunner : UnrealWeapon
StunnerAmmo(weap.Ammo1).rechargephase = 0;
UTMainHandler.DoSwing(self,(FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.15:1.);
if ( !Dampener.Active(self) && !(gameinfo.gametype&GAME_Strife) ) A_AlertMonsters();
if ( invoker.chargesize >= 5. )
{

View file

@ -140,7 +140,7 @@ Class ShieldBelt : UnrealArmor
{
if ( (damage > 0) && (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_PlaySound("belt/absorb",CHAN_7);
Owner.A_StartSound("belt/absorb",CHAN_POWERUP4);
UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5);
}
Super.AbsorbDamage(damage,damageType,newdamage);
@ -184,7 +184,7 @@ Class PowerShield : UnrealArmor
{
if ( (damage > 0) && (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_PlaySound("belt/absorb",CHAN_7);
Owner.A_StartSound("belt/absorb",CHAN_POWERUP4);
UTMainHandler.DoFlash(Owner,Color(80,224,0,255),5);
if ( !sting_pshield )
{

View file

@ -406,7 +406,7 @@ Class UBioGel : Actor
}
b = Spawn("BioHitbox",pos);
b.target = self;
A_PlaySound("ges/hit");
A_StartSound("ges/hit");
A_SprayDecal("BioSplat",-172);
int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
for ( int i=0; i<numpt; i++ )
@ -439,7 +439,7 @@ Class UBioGel : Actor
if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
UTMainHandler.DoBlast(self,int(Scale.x*100),40000*Scale.x);
A_Explode(int(Args[0]*Scale.x),int(Scale.x*100));
A_PlaySound("ges/explode",CHAN_VOICE);
A_StartSound("ges/explode",CHAN_VOICE);
int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
for ( int i=0; i<numpt; i++ )
{
@ -606,8 +606,9 @@ Class UBioRifle : UnrealWeapon
}
invoker.bCharging = false;
invoker.chargesize = min(invoker.chargesize,4.9);
if ( bAlt ) A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
else A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.);
A_StopSound(CHAN_WEAPONMISC);
if ( bAlt ) A_StartSound("ges/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
else A_StartSound("ges/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.17:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(48,0,255,0),1);
if ( !Dampener.Active(self) ) A_AlertMonsters();
@ -653,6 +654,7 @@ Class UBioRifle : UnrealWeapon
player.SetPSprite(-9999,ResolveState("Null"));
return;
}
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.13:1.);
let weap = Weapon(invoker);
if ( (invoker.chargesize < 4.9) && (weap.Ammo1.Amount > 0) )
{
@ -673,7 +675,7 @@ Class UBioRifle : UnrealWeapon
invoker.bCharging = true;
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = invoker.chargesize = 0;
A_PlaySound("ges/load",CHAN_WEAPON,Dampener.Active(self)?.13:1.,true);
A_StartSound("ges/load",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.13:1.);
A_Overlay(-9999,"Dummy2");
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
@ -731,7 +733,7 @@ Class UBioRifle : UnrealWeapon
Drip:
#### # 4;
BIOT ABC 6;
BIOT D 6 A_PlaySound("ges/drip",CHAN_ITEM,Dampener.Active(self)?.05:.5);
BIOT D 6 A_StartSound("ges/drip",CHAN_WEAPONMISC,volume:Dampener.Active(self)?.05:.5);
BIOT EFG 6;
BIOI A 4;
Goto Idle;

View file

@ -114,7 +114,7 @@ Class URocket : Actor
Super.PostBeginPlay();
let l = Spawn("URocketTrail",pos);
l.target = self;
A_PlaySound("eightball/fly",CHAN_VOICE,1.0,true,2.5);
A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,1.,2.5);
if ( tracer ) vel *= 0.9;
Acceleration = vel.unit()*50;
}
@ -128,7 +128,7 @@ Class URocket : Actor
UTMainHandler.DoBlast(self,rad,80000);
A_Explode(dmg,rad);
A_QuakeEx(3,3,3,8,0,rad+50,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad,rollIntensity:0.2);
A_PlaySound("eightball/explode",CHAN_VOICE);
A_StartSound("eightball/explode",CHAN_VOICE);
A_AlertMonsters();
Spawn("RocketExplLight",pos);
int numpt = Random[Eightball](15,30);
@ -303,7 +303,7 @@ Class UGrenade : URocket
RCKT A 0
{
bHITOWNER = true;
A_PlaySound("utrl/bounce");
A_StartSound("utrl/bounce");
rollvel = FRandom[Eightball](-16,16);
pitchvel = FRandom[Eightball](-16,16);
anglevel = FRandom[Eightball](-16,16);
@ -363,7 +363,7 @@ Class Eightball : UnrealWeapon
LockedOn = false;
if ( Owner.player.ReadyWeapon == self )
{
Owner.A_PlaySound("eightball/seeklost",CHAN_WEAPON,Dampener.Active(Owner)?.1:1.);
Owner.A_StartSound("eightball/seeklost",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(Owner)?.1:1.);
if ( !Dampener.Active(Owner) ) Owner.A_AlertMonsters();
}
}
@ -405,12 +405,14 @@ Class Eightball : UnrealWeapon
invoker.special1 = 0;
if ( weap.bAltFire )
{
A_PlaySound("eightball/altfire",CHAN_WEAPON,Dampener.Active(self)?.3:3.);
for ( int i=0; i<num; i++ )
A_StartSound("eightball/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:3.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
else
{
A_PlaySound("eightball/fire",CHAN_WEAPON);
for ( int i=0; i<num; i++ )
A_StartSound("eightball/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
}
invoker.FireEffect();
@ -481,7 +483,7 @@ Class Eightball : UnrealWeapon
}
}
// lose lock-on
if ( invoker.LockedOn ) A_PlaySound("eightball/seeklost",CHAN_6);
if ( invoker.LockedOn ) A_StartSound("eightball/seeklost",CHAN_WEAPONMISC,CHANF_OVERLAP);
invoker.LockedTarget = null;
invoker.LockedOn = false;
for ( int i=0; i<12; i++ )
@ -518,12 +520,12 @@ Class Eightball : UnrealWeapon
}
if ( invoker.LockedTarget )
{
A_PlaySound("eightball/seeklock",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("eightball/seeklock",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
else if ( invoker.LockedOn )
{
A_PlaySound("eightball/seeklost",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("eightball/seeklost",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
if ( invoker.LockedTarget ) invoker.LockedOn = true;
@ -560,9 +562,9 @@ Class Eightball : UnrealWeapon
Goto Idle+1;
Ready2:
EBLS O 0 A_CheckReload();
EBLL A 0 A_PlaySound("eightball/load",CHAN_6,Dampener.Active(self)?.1:1.);
EBLL A 0 A_StartSound("eightball/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
EBLL ABCDEFGHIJK 1 A_WeaponReady(WRF_NOFIRE);
EBLL L 0 A_PlaySound("eightball/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
EBLL L 0 A_StartSound("eightball/rotate",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.01:.1);
EBLL LMNOPQRSTUVWXYZ[ 1 A_WeaponReady(WRF_NOFIRE);
EBLL Z 0; // force no tweening
EBLI A 0;
@ -595,7 +597,7 @@ Class Eightball : UnrealWeapon
#### # 5
{
A_Overlay(-9999,"Null");
A_PlaySound("eightball/load",CHAN_WEAPON,Dampener.Active(self)?.03:.3);
A_StartSound("eightball/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.03:.3);
if ( invoker.bSingleRocket = !invoker.bSingleRocket )
A_Print(StringTable.Localize("$M_SINGLEROCKETON"));
else A_Print(StringTable.Localize("$M_SINGLEROCKETOFF"));
@ -621,10 +623,10 @@ Class Eightball : UnrealWeapon
Goto Release;
Loading:
EBLI A 0;
EBLL A 0 A_PlaySound("eightball/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
EBLL A 0 A_StartSound("eightball/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
EBLL ABCDEFGHIJK 1;
EBLL L 0 A_LoadRocket();
EBLL L 0 A_PlaySound("eightball/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
EBLL L 0 A_StartSound("eightball/rotate",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.01:.1);
EBLL LMNOPQRSTUVWXYZ[ 1;
EBLL Z 0;
EBLI A 0;

View file

@ -121,7 +121,7 @@ Class UFlakSlug : FlakSlug
UTMainHandler.DoBlast(self,120,75000);
A_Explode(70,120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("uflak/explode",CHAN_VOICE);
A_StartSound("uflak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
@ -184,8 +184,8 @@ Class UFlakCannon : UnrealWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
else A_PlaySound("uflak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
if ( first ) A_StartSound("uflak/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
else A_StartSound("uflak/reload",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.06:.6);
}
action void A_FireChunks()
{
@ -193,7 +193,7 @@ Class UFlakCannon : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("uflak/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_StartSound("uflak/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
@ -252,7 +252,7 @@ Class UFlakCannon : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("uflak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
A_Overlay(PSP_FLASH,"Flash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
@ -342,7 +342,7 @@ Class UFlakCannon : UnrealWeapon
FLKF A 1 A_FireChunks();
FLKF BCDEFGHI 1;
FLKF J 5;
FLKE A 1 A_PlaySound("uflak/click",CHAN_6,Dampener.Active(self)?.05:.5);
FLKE A 1 A_StartSound("uflak/click",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.05:.5);
FLKE BCDEFGHIJKLMN 1;
FLKE S 4
{

View file

@ -197,7 +197,7 @@ Class UMinigun : UnrealWeapon
Wait;
Fire:
AltFire:
MGNW A 0 A_PlaySound("umini/wind",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
MGNW A 0 A_StartSound("umini/wind",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
MGNW ABCDEFGHIJKLMNO 1;
MGNW O 0
{
@ -209,7 +209,7 @@ Class UMinigun : UnrealWeapon
MGNF A 0
{
A_Overlay(-9999,"FireDummy");
A_PlaySound("umini/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("umini/fire",CHAN_WEAPON,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
}
MGNF ABCDEFGHIJKLMNO 1 A_FireBullet(false);
MGNF A 0 A_JumpIf(player.cmd.buttons&BT_ALTATTACK,1);
@ -218,12 +218,12 @@ Class UMinigun : UnrealWeapon
MGNA A 0
{
A_Overlay(-9999,"FireDummy");
A_PlaySound("umini/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("umini/altfire",CHAN_WEAPON,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
}
MGNA ABCDEFGHIJKLMNOPQRST 1 A_FireBullet(true);
Goto AltHold+1;
Release:
MGNU A 0 A_PlaySound("umini/unwind",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
MGNU A 0 A_StartSound("umini/unwind",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
MGNU ABCDEFGHIJKLMNO 2 A_MinigunRefire();
Goto Idle;
Deselect:

View file

@ -301,8 +301,8 @@ Class UPlayer : UTPlayer
override void PlayFootstep( double vol )
{
let boot = UJumpBoots(FindInventory("UJumpBoots"));
if ( boot ) A_PlaySound("u1/bootfootstep",CHAN_5,min(1.,vol*2));
else A_PlaySound("ut/playerfootstep",CHAN_5,vol);
if ( boot ) A_StartSound("u1/bootfootstep",CHAN_FOOTSTEP,CHANF_OVERLAP,min(1.,vol*2));
else A_StartSound("ut/playerfootstep",CHAN_FOOTSTEP,CHANF_OVERLAP,vol);
}
}
@ -595,12 +595,12 @@ Class UPlayerMale1 : UPlayerMale
override void PlayFootstep( double vol )
{
let boot = UJumpBoots(FindInventory("UJumpBoots"));
if ( boot ) A_PlaySound("u1/bootfootstep",CHAN_5,min(1.,vol*2));
if ( boot ) A_StartSound("u1/bootfootstep",CHAN_FOOTSTEP,CHANF_OVERLAP,min(1.,vol*2));
else
{
double ang = level.time/(20*TICRATE/35.)*360.;
if ( sin(ang) > 0 ) A_PlaySound("u1/metalfootstep",CHAN_5,min(1.,vol*2));
else A_PlaySound("ut/playerfootstep",CHAN_5,vol);
if ( sin(ang) > 0 ) A_StartSound("u1/metalfootstep",CHAN_FOOTSTEP,CHANF_OVERLAP,min(1.,vol*2));
else A_StartSound("ut/playerfootstep",CHAN_FOOTSTEP,CHANF_OVERLAP,vol);
}
}
Default
@ -783,7 +783,7 @@ Class UTeleportFog : Actor
{
Super.PostBeginPlay();
Spawn("UTTeleportLight",Vec3Offset(0,0,16));
A_PlaySound("misc/teleport",volume:.5);
A_StartSound("misc/teleport",volume:.5);
Spawn("UTeleportParticles",Vec3Offset(0,0,16));
}
States
@ -848,7 +848,7 @@ Class UnrealWeapon : UTWeapon
}
override void PlayUpSound( Actor origin )
{
origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.);
origin.A_StartSound(upsound,CHAN_WEAPON,volume:Dampener.Active(origin)?.1:1.);
}
}
@ -871,11 +871,12 @@ Class UnrealStaticHandler : StaticEventHandler
tex[5] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any);
tex[6] = TexMan.CheckForTexture("graphics/96Bg.png",TexMan.Type_Any);
tex[7] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any);
if ( proto > 2 ) S_ChangeMusic("Unreal");
else if ( proto == 2 ) S_ChangeMusic("Isotox96");
else if ( proto == 1 ) S_ChangeMusic("Unreal2");
else S_ChangeMusic("FlyBy");
cur = proto;
if ( proto > 3 ) S_ChangeMusic("music/Unreal_Extended.it");
else if ( proto == 3 ) S_ChangeMusic("music/Unreal.it");
else if ( proto == 2 ) S_ChangeMusic("music/isotox96.s3m");
else if ( proto == 1 ) S_ChangeMusic("music/Unreal2.it");
else S_ChangeMusic("music/FlyBy.it");
cur = clamp(proto,0,3);
}
override void OnRegister()
@ -1226,7 +1227,7 @@ Class UnrealMainHandler : EventHandler
else if ( e.Replacee == 'RadSuit' ) e.Replacement = 'UJumpBoots';
else if ( (e.Replacee == 'ArtiFly') || (e.Replacee == 'ArtiSpeedBoots') ) e.Replacement = 'UJumpBoots';
else if ( (e.Replacee == 'Backpack') || (e.Replacee == 'BagOfHolding') || (e.Replacee == 'ArtiHealingRadius') ) e.Replacement = 'UnrealBackpack';
else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') || (e.Replacee is 'ArtiPoisonBag') || (e.Replacee is 'ArtiBlastRadius') )
else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') || (e.Replacee == 'ArtiBlastRadius') )
{
if ( sting_abonus && Random[Replacements](0,3) ) e.Replacement = 'UArmorBonus';
else e.Replacement = 'Flare';

View file

@ -18,7 +18,7 @@ Class UInvisibility : UnrealInventory
bActive = !bActive;
if ( bActive )
{
Owner.A_PlaySound("uinvis/toggle",CHAN_ITEM);
Owner.A_StartSound("uinvis/toggle",CHAN_ITEM);
Owner.GiveInventory("PowerUInvisibility",1);
}
else Owner.TakeInventory("PowerUInvisibility",1);
@ -118,7 +118,7 @@ Class Amplifier : UnrealInventory
double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge));
if ( d.DrainCharge(val) )
{
d.Owner.A_PlaySound("amplifier/unset",CHAN_ITEM);
d.Owner.A_StartSound("amplifier/unset",CHAN_ITEM);
if ( d.Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
if ( d.tracer ) d.tracer.Destroy();
if ( d.Amount <= 0 ) d.DepleteOrDestroy();
@ -129,7 +129,7 @@ Class Amplifier : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"amplifier/set":"amplifier/unset",CHAN_ITEM);
Owner.A_StartSound(bActive?"amplifier/set":"amplifier/unset",CHAN_ITEM);
return false;
}
override void DoEffect()
@ -145,7 +145,7 @@ Class Amplifier : UnrealInventory
if ( !bActive ) return;
if ( !(level.maptime%35) && DrainCharge(2) )
{
Owner.A_PlaySound("amplifier/unset",CHAN_ITEM);
Owner.A_StartSound("amplifier/unset",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
if ( tracer ) tracer.Destroy();
if ( Amount <= 0 ) DepleteOrDestroy();
@ -189,8 +189,8 @@ Class AmpSound : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("amplifier/act",CHAN_VOICE,0.25,true,1.5);
A_PlaySound("amplifier/act",CHAN_7,1.0,true,ATTN_NONE);
A_StartSound("amplifier/act",CHAN_VOICE,CHANF_LOOPING,.25,1.5);
A_StartSound("amplifier/act",CHAN_7,CHANF_LOOPING,1.,ATTN_NONE);
}
override void OnDestroy()
{
@ -220,7 +220,7 @@ Class UJumpBoots : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound("boot/pickup",CHAN_ITEM);
Owner.A_StartSound("boot/pickup",CHAN_ITEM);
if ( bActive ) Owner.GiveInventory("PowerJumpBoots_HighJump",1);
else Owner.TakeInventory("PowerJumpBoots_HighJump",1);
return false;
@ -234,7 +234,7 @@ Class UJumpBoots : UnrealInventory
{
draincnt = 0;
charge--;
Owner.A_PlaySound("boot/jump",CHAN_BODY);
Owner.A_StartSound("boot/jump",CHAN_POWERUP3,CHANF_OVERLAP);
}
else if ( (charge <= 0) && owner.player.onground )
{
@ -444,8 +444,8 @@ Class MotionDetector : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
if ( bActive ) Owner.A_PlaySound("detector/start",CHAN_ITEM);
else Owner.A_PlaySound("detector/stop",CHAN_ITEM,0.1,false,3.);
if ( bActive ) Owner.A_StartSound("detector/start",CHAN_ITEM);
else Owner.A_StartSound("detector/stop",CHAN_ITEM,volume:.1,attenuation:3.);
return false;
}
override void DoEffect()
@ -468,7 +468,7 @@ Class MotionDetector : UnrealInventory
}
if ( (Charge <= 0) || DrainCharge(1) )
{
Owner.A_PlaySound("detector/stop",CHAN_ITEM,0.1,false,3.);
Owner.A_StartSound("detector/stop",CHAN_ITEM,volume:.1,attenuation:3.);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_DETECTOR"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
@ -505,8 +505,8 @@ Class DetectorSound : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("detector/active",CHAN_VOICE,0.1,true,ATTN_NONE);
A_PlaySound("detector/active",CHAN_7,0.1,true,3.);
A_StartSound("detector/active",CHAN_VOICE,CHANF_LOOPING,.1,ATTN_NONE);
A_StartSound("detector/active",CHAN_7,CHANF_LOOPING,.1,3.);
}
override void OnDestroy()
{
@ -532,7 +532,7 @@ Class SCUBAGear : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
if ( !bActive ) Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
if ( !bActive ) Owner.A_StartSound("scuba/stop",CHAN_ITEM);
return false;
}
override void AttachToOwner( Actor other )
@ -569,7 +569,7 @@ Class SCUBAGear : UnrealInventory
if ( PlayerPawn(Owner) ) PlayerPawn(Owner).ResetAirSupply();
if ( (Charge <= 0) || DrainCharge(1) )
{
Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
Owner.A_StartSound("scuba/stop",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SCUBA"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
@ -617,10 +617,10 @@ Class SCUBASound : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("scuba/air",CHAN_VOICE,0.25,true,1.5);
A_PlaySound("scuba/water",CHAN_5,0.25,true,1.5);
A_PlaySound("scuba/air",CHAN_6,1.0,true,ATTN_NONE);
A_PlaySound("scuba/water",CHAN_7,1.0,true,ATTN_NONE);
A_StartSound("scuba/air",CHAN_VOICE,CHANF_LOOPING,.25,1.5);
A_StartSound("scuba/water",CHAN_5,CHANF_LOOPING,.25,1.5);
A_StartSound("scuba/air",CHAN_6,CHANF_LOOPING,1.,ATTN_NONE);
A_StartSound("scuba/water",CHAN_7,CHANF_LOOPING,1.,ATTN_NONE);
}
override void OnDestroy()
{

View file

@ -70,7 +70,7 @@ Class UTranslocatorModule : Actor
Super.Tick();
if ( bAMBUSH && !Random[Transloc](0,40) )
{
A_PlaySound("telehand/spark");
A_StartSound("telehand/spark");
int numpt = Random[Transloc](20,40);
for ( int i=0; i<numpt; i++ )
{
@ -108,7 +108,7 @@ Class UTranslocatorModule : Actor
else
{
anglevel = FRandom[TeleHand](5,30)*RandomPick[TeleHand](-1,1);
A_PlaySound("transloc/bounce");
A_StartSound("transloc/bounce");
if ( BlockingFloor || (tracer && (pos.z >= tracer.pos.z+tracer.height) && tracer.bACTLIKEBRIDGE) ) alreadyhit = true;
}
}
@ -153,7 +153,7 @@ Class UTranslocator : UnrealWeapon
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("telehand/throw",CHAN_WEAPON);
A_StartSound("telehand/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);
Vector3 x, y, z;
@ -173,13 +173,13 @@ Class UTranslocator : UnrealWeapon
{
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);
if ( invoker.module && invoker.module.bAMBUSH )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
A_StartSound("transloc/spark",CHAN_WEAPON);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
if ( invoker.module ) invoker.module.Destroy();
@ -191,7 +191,7 @@ Class UTranslocator : UnrealWeapon
if ( !invoker.module )
{
invoker.FireEffect();
A_PlaySound("transloc/return",CHAN_WEAPON);
A_StartSound("transloc/return",CHAN_WEAPON);
return;
}
// check if there's enough space
@ -213,12 +213,12 @@ Class UTranslocator : UnrealWeapon
}
if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
{
A_PlaySound("flak/click",CHAN_WEAPON);
A_StartSound("flak/click",CHAN_WEAPON);
SpawnTeleportFog(oldpos,true,false);
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;
@ -227,7 +227,7 @@ Class UTranslocator : UnrealWeapon
if ( bBroken )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
A_StartSound("transloc/spark",CHAN_WEAPON);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
}