1.1.1 update (same as flak_m):

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

View file

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