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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@ -353,7 +353,7 @@ Class DispersionAmmo : Actor
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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A_PlaySound("dpistol/fly",CHAN_VOICE,.9,true,2.);
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A_StartSound("dpistol/fly",CHAN_VOICE,CHANF_LOOPING,.9,2.);
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mult = max(1.,mult);
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}
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Default
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@ -386,7 +386,7 @@ Class DispersionAmmo : Actor
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Death:
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TNT1 A 1
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{
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A_PlaySound("dpistol/hit",CHAN_VOICE);
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A_StartSound("dpistol/hit",CHAN_VOICE);
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A_DispExpl();
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}
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Stop;
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@ -496,7 +496,7 @@ Class DispersionPistol : UnrealWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2);
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A_StartSound("dpistol/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.4:1.,pitch:1.2);
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double mult = Amplifier.GetMult(self,80);
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invoker.FireEffect();
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Class<Actor> proj, part;
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@ -578,7 +578,8 @@ Class DispersionPistol : UnrealWeapon
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UTPlayer(self).PlayAttacking3();
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DefaultAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:30);
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DefaultAmmo(weap.Ammo1).rechargespeed = 1.1;
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A_PlaySound("dpistol/altfire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("dpistol/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.4:1.);
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double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
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invoker.FireEffect();
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int ulevel = sting_dpistol?0:invoker.upgradelevel;
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@ -675,6 +676,7 @@ Class DispersionPistol : UnrealWeapon
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DefaultAmmo(weap.Ammo1).rechargephase = 0;
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UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
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A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize);
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A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.4:1.);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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invoker.chargesize += (2.-invoker.upgradelevel*0.15)/35.;
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invoker.count += 1./35.;
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@ -838,7 +840,7 @@ Class DispersionPistol : UnrealWeapon
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// need to make sure player does the repeat fire anim
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if ( self is 'UPlayer' )
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UPlayer(self).PlayAttacking();
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A_PlaySound("dpistol/charge",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
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A_StartSound("dpistol/charge",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.4:1.);
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A_Overlay(-9999,"Null");
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if ( invoker.upgradelevel == 0 ) return ResolveState("AltFire1");
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else if ( invoker.upgradelevel == 1 ) return ResolveState("AltFire2");
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@ -901,22 +903,22 @@ Class DispersionPistol : UnrealWeapon
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return ResolveState("Upgrade4");
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}
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Upgrade1:
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#### # 0 A_PlaySound("dpistol/up1",CHAN_6,Dampener.Active(self)?.2:1.);
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#### # 0 A_StartSound("dpistol/up1",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
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DPU1 ABCD 9;
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DPI2 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
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Goto Idle;
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Upgrade2:
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#### # 0 A_PlaySound("dpistol/up2",CHAN_6,Dampener.Active(self)?.2:1.);
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#### # 0 A_StartSound("dpistol/up2",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
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DPU2 ABCDEFGHI 9;
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DPI3 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
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Goto Idle;
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Upgrade3:
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#### # 0 A_PlaySound("dpistol/up3",CHAN_6,Dampener.Active(self)?.2:1.);
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#### # 0 A_StartSound("dpistol/up3",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
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DPU3 ABCDEFGHI 9;
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DPI4 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
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Goto Idle;
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Upgrade4:
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#### # 0 A_PlaySound("dpistol/up4",CHAN_6,Dampener.Active(self)?.2:1.);
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#### # 0 A_StartSound("dpistol/up4",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.2:1.);
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DPU4 ABCDEFGHI 9;
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DPI5 A 4 A_JumpIf(invoker.pendingupgrade>invoker.upgradelevel,"Upgrade");
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Goto Idle;
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