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

@ -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;