1.1.1 update (same as flak_m):
- Sound overhaul. - Added extended '95 theme from Unreal mac port.
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1207748311
commit
6820c4deba
32 changed files with 297 additions and 282 deletions
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@ -74,12 +74,12 @@ Class Bonesaw : UnrealWeapon
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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if ( !d.HitActor || d.HitActor.bNOBLOOD )
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{
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A_PlaySound("ripper/hit",CHAN_6);
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A_StartSound("ripper/hit",CHAN_WEAPON,CHANF_OVERLAP);
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let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
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p.angle = atan2(d.HitDir.y,d.HitDir.x);
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p.pitch = asin(-d.HitDir.z);
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}
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else A_PlaySound("ripper/flesh",CHAN_6);
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else A_StartSound("ripper/flesh",CHAN_WEAPON,CHANF_OVERLAP);
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if ( invoker.bAltFire ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.13);
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else A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
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return true;
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@ -169,7 +169,7 @@ Class Bonesaw : UnrealWeapon
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#### # 2
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("bonesaw/spin",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
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A_StartSound("bonesaw/spin",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
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invoker.special2 = 0;
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}
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CSWF ABCDEFGHIJKLMNO 1
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@ -185,7 +185,7 @@ Class Bonesaw : UnrealWeapon
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}
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Goto Hold;
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Hold:
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CSWH A 0 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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CSWH A 0 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
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CSWH ABCDEFGHIJKLMNOPQR 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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@ -194,7 +194,11 @@ Class Bonesaw : UnrealWeapon
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CSWH A 0 A_Refire("Hold");
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Goto Release;
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Release:
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CSWR A 0 A_PlaySound("bonesaw/spinend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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CSWR A 0
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{
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("bonesaw/spinend",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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}
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CSWR ABCDEFGHI 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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@ -211,7 +215,7 @@ Class Bonesaw : UnrealWeapon
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#### # 1
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("bonesaw/claw",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_StartSound("bonesaw/claw",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0.2,8,SWING_Spring,2,2.);
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}
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CSWA ABC 2;
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