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

@ -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;