1.1.1 update (same as flak_m):
- Sound overhaul. - Added extended '95 theme from Unreal mac port.
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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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