1.1.1 update (same as flak_m):
- Sound overhaul. - Added extended '95 theme from Unreal mac port.
This commit is contained in:
parent
1207748311
commit
6820c4deba
32 changed files with 297 additions and 282 deletions
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@ -391,8 +391,8 @@ Class ASMDBall : Actor
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r.angle = atan2(HitNormal.y,HitNormal.x);
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r.pitch = asin(-HitNormal.z);
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r.scale *= 1.5;
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A_PlaySound("asmd/hit",CHAN_VOICE);
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A_PlaySound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_StartSound("asmd/hit",CHAN_VOICE);
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A_StartSound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
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A_AlertMonsters();
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int numpt = Random[ASMD](50,100);
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@ -581,7 +581,7 @@ Class ASMDBeam : Actor
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let r = Spawn("ASMDBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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A_StartSound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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int numpt = Random[ASMD](200,300);
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for ( int i=0; i<numpt; i++ )
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{
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@ -649,7 +649,7 @@ Class ASMDBeam : Actor
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Spawn("ASMDBeamLight",pos);
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}
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A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1);
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A_PlaySound("asmd/hit",CHAN_VOICE);
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A_StartSound("asmd/hit",CHAN_VOICE);
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A_AlertMonsters();
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int numpt = Random[ASMD](20,50);
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for ( int i=0; i<numpt; i++ )
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@ -681,7 +681,7 @@ Class ASMD : UnrealWeapon
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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("asmd/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_StartSound("asmd/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
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invoker.FireEffect();
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A_Overlay(PSP_FLASH,"Flash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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@ -712,7 +712,7 @@ Class ASMD : UnrealWeapon
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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("asmd/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_StartSound("asmd/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
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double mult = Amplifier.GetMult(self,80);
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invoker.FireEffect();
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A_Overlay(PSP_FLASH,"Flash");
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@ -782,7 +782,7 @@ Class ASMD : UnrealWeapon
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#### # 8 A_Overlay(-9999,"Dummy");
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ASMI A 6
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{
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A_PlaySound("asmd/vapour",CHAN_6,0.5);
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A_StartSound("asmd/vapour",CHAN_WEAPONMISC,CHANF_DEFAULT,.5);
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A_Overlay(PSP_FLASH,"VapourFlash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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@ -94,7 +94,7 @@ Class Automag : UnrealWeapon
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if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.05;
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if ( slave )
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{
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if ( invoker.slaveclipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
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if ( invoker.slaveclipcount < 5 ) A_StartSound("automag/click",CHAN_LEFTWEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.35);
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if ( invoker.slaveclipcount <= 0 )
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{
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invoker.slaverefire = 0;
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@ -117,7 +117,7 @@ Class Automag : UnrealWeapon
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}
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else
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{
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if ( invoker.clipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
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if ( invoker.clipcount < 5 ) A_StartSound("automag/click",CHAN_WEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.35);
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if ( invoker.clipcount <= 0 )
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{
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A_ClearRefire();
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@ -173,7 +173,7 @@ Class Automag : UnrealWeapon
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}
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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A_PlaySound("automag/fire",slave?CHAN_6:CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
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A_StartSound("automag/fire",slave?CHAN_LEFTWEAPON:CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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if ( slave )
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@ -368,7 +368,7 @@ Class Automag : UnrealWeapon
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LeftReady:
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2UTS A 0
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{
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A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
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A_StartSound("automag/select",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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invoker.slaveactive = true;
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}
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2UTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
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@ -536,7 +536,7 @@ Class Automag : UnrealWeapon
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{
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invoker.clipout = true;
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A_Overlay(-9999,null);
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A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.1);
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A_StartSound("automag/click",CHAN_WEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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}
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AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
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AUTD ABCD 1;
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@ -547,7 +547,7 @@ Class Automag : UnrealWeapon
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invoker.clipcount += aadd;
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount -= aadd;
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A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
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A_StartSound("automag/reload",CHAN_WEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<invoker.default.slaveclipcount)&&(invoker.Ammo1.Amount>0));
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@ -559,7 +559,7 @@ Class Automag : UnrealWeapon
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
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AUTS A 0 A_StartSound("automag/select",CHAN_WEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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Goto Ready;
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LeftReload:
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2UTR A 0
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@ -571,7 +571,7 @@ Class Automag : UnrealWeapon
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}
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invoker.slaveclipout = true;
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A_Overlay(-9998,null);
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A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1);
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A_StartSound("automag/click",CHAN_LEFTWEAPONMISC,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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return ResolveState(null);
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}
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2UTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
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@ -583,7 +583,7 @@ Class Automag : UnrealWeapon
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invoker.slaveclipcount += aadd;
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount -= aadd;
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A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
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A_StartSound("automag/reload",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = false;
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@ -595,7 +595,7 @@ Class Automag : UnrealWeapon
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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2UTS A 0 A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
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2UTS A 0 A_StartSound("automag/select",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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Goto LeftReady;
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Zoom:
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AUT2 A 1
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@ -171,7 +171,7 @@ Class Betamag : UnrealWeapon
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player.setpsprite(2,ResolveState("LeftAltFire"));
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}
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}
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private action bool TryWhip( double angle )
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private action bool TryWhip( double angle, bool slave = false )
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{
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
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@ -194,16 +194,16 @@ Class Betamag : UnrealWeapon
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else if ( d.HitType == TRACE_HitWall )
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d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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A_PlaySound("betamag/hit",CHAN_WEAPON);
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A_StartSound("betamag/hit",slave?CHAN_LEFTWEAPONMISC:CHAN_WEAPONMISC,CHANF_OVERLAP);
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A_AlertMonsters();
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return true;
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}
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return false;
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}
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action void A_BetamagWhip()
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action void A_BetamagWhip( bool slave = false )
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{
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invoker.FireEffect();
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for ( int i=0; i<16; i++ ) if ( TryWhip(angle+i*(45./16)) || TryWhip(angle-i*(45./16)) ) return;
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for ( int i=0; i<16; i++ ) if ( TryWhip(angle+i*(45./16),slave) || TryWhip(angle-i*(45./16),slave) ) return;
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}
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action void A_BetamagFire( bool alt = false, bool slave = false )
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{
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@ -213,7 +213,7 @@ Class Betamag : UnrealWeapon
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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A_PlaySound("betamag/fire",slave?CHAN_6:CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
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A_StartSound("betamag/fire",slave?CHAN_LEFTWEAPON:CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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if ( slave )
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@ -389,7 +389,7 @@ Class Betamag : UnrealWeapon
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LeftReady:
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2UTS A 0
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{
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A_PlaySound("betamag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
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A_StartSound("betamag/select",CHAN_LEFTWEAPON,CHANF_DEFAULT,!Dampener.Active(self)?1.:.1);
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invoker.slaveactive = true;
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}
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2UTS ABCDEFGHIJK 2 A_JumpIf(invoker.slavedown,"LeftDeselect");
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@ -437,7 +437,7 @@ Class Betamag : UnrealWeapon
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}
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AUTF BCD 1;
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AUTF E 2;
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AUTF F 0 A_PlaySound("betamag/slide",CHAN_ITEM,!Dampener.Active(self)?.3:.03);
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AUTF F 0 A_StartSound("betamag/slide",CHAN_WEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
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AUTF FGHI 2;
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AUTF J 0 A_BetamagRefire("Hold");
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AUTF J 2;
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@ -454,7 +454,7 @@ Class Betamag : UnrealWeapon
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2UTF A 1 A_BetamagFire(false,true);
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2UTF BCD 1;
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2UTF E 2;
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2UTF F 0 A_PlaySound("betamag/slide",CHAN_7,!Dampener.Active(self)?.3:.03);
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2UTF F 0 A_StartSound("betamag/slide",CHAN_LEFTWEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
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2UTF FGHI 2;
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2UTF J 0 A_BetamagRefire("LeftHold",true);
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2UTF J 2;
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@ -477,7 +477,7 @@ Class Betamag : UnrealWeapon
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AltHold:
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AUTA H 1 A_BetamagFire(true);
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AUTA I 1;
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AUTA J 0 A_PlaySound("betamag/slide",CHAN_ITEM,!Dampener.Active(self)?.3:.03);
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AUTA J 0 A_StartSound("betamag/slide",CHAN_WEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
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AUTA JKLM 1;
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AUTA N 0 A_BetamagRefire("AltHold");
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AUTA NOPQ 2;
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@ -491,7 +491,7 @@ Class Betamag : UnrealWeapon
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LeftAltHold:
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2UTA H 1 A_BetamagFire(true,true);
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2UTA I 1;
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2UTA J 0 A_PlaySound("betamag/slide",CHAN_7,!Dampener.Active(self)?.3:.03);
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2UTA J 0 A_StartSound("betamag/slide",CHAN_LEFTWEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?.3:.03);
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2UTA JKLM 1;
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2UTA N 0 A_BetamagRefire("LeftAltHold",true);
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2UTA NOPQ 2;
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@ -508,7 +508,7 @@ Class Betamag : UnrealWeapon
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AUTW F 0
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{
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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A_PlaySound("betamag/whip",CHAN_ITEM);
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A_StartSound("betamag/whip",CHAN_WEAPON,CHANF_OVERLAP);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
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}
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AUTW FGHIJ 2;
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@ -540,7 +540,7 @@ Class Betamag : UnrealWeapon
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2UTW F 0
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{
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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A_PlaySound("betamag/whip",CHAN_7);
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A_StartSound("betamag/whip",CHAN_LEFTWEAPON,CHANF_OVERLAP);
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UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5);
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}
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2UTW FGHIJ 2;
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@ -549,7 +549,7 @@ Class Betamag : UnrealWeapon
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UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3);
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}
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2UTW KLM 1;
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2UTW N 0 A_BetamagWhip();
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2UTW N 0 A_BetamagWhip(true);
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2UTW NOPQR 1;
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2UTW STUVWXYZ[\ 2;
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2UTI A 0 A_JumpIf((invoker.Ammo1.Amount<=0)&&(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))||(player.cmd.buttons&BT_RELOAD),"LeftReloadHold");
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@ -128,7 +128,7 @@ Class BigBlast : Actor
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A_AlertMonsters();
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A_Explode(50+special1,150);
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A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
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A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
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A_StartSound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
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A_SprayDecal("RazorBlast",-172);
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UTMainHandler.DoBlast(self,150,80000);
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let r = Spawn("FatRing",pos);
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@ -319,7 +319,7 @@ Class BigGun : UnrealWeapon
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if ( !weap ) return;
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if ( invoker.clipcount <= 0 ) return;
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invoker.clipcount--;
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A_PlaySound("big/fire",CHAN_WEAPON);
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A_StartSound("big/fire",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters();
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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@ -534,7 +534,7 @@ Class BigGun : UnrealWeapon
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BIGF AB 2;
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BIGF C 2
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{
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A_PlaySound("big/dry",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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A_StartSound("big/dry",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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}
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BIGF LMNOP 2;
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@ -552,7 +552,7 @@ Class BigGun : UnrealWeapon
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,-1,3,SWING_Spring,2,3);
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invoker.clipout = true;
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A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
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A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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}
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BIGR NOPQRSTUVW 2;
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@ -577,7 +577,7 @@ Class BigGun : UnrealWeapon
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount -= aadd;
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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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
|
|
|
|||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -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();
|
||||
|
|
|
|||
|
|
@ -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. )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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 )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -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';
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue