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

@ -77,7 +77,7 @@ Class UFireball : Actor
let l = Spawn("UFireTrail",pos);
l.target = self;
Acceleration = vel.unit()*50;
A_PlaySound("eightball/fly",CHAN_VOICE,.6,true,3.,pitch:1.5);
A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,.6,3.,1.5);
}
action void A_Spread()
{
@ -135,7 +135,7 @@ Class UFireball : Actor
Spawn("UFireLight",pos);
A_Explode(GetMissileDamage(0,0),60);
UTMainHandler.DoBlast(self,60,9000);
A_PlaySound(DeathSound,CHAN_VOICE,attenuation:1.5,pitch:FRandom[ExploS](0.8,1.2));
A_StartSound(DeathSound,CHAN_VOICE,attenuation:1.5,pitch:FRandom[ExploS](0.8,1.2));
}
A_SprayDecal("SmallRocketBlast");
Scale *= FRandom[ExploS](0.6,0.9);
@ -205,7 +205,7 @@ Class UFireball2 : UFireball
Super.PostBeginPlay();
Acceleration = vel.unit()*150;
maxspeed = 50.;
A_PlaySound("eightball/fly",CHAN_VOICE,1.,true,1.5,pitch:.85);
A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,1.,1.5,.85);
}
action void A_FireballExplo2()
{
@ -360,7 +360,7 @@ Class FlameGun : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
A_StartSound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,96,255,0),1);
if ( bAlt )
@ -438,7 +438,7 @@ Class FlameGun : UnrealWeapon
FGNI A 0 A_Jump(40,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2 A_PlaySound("flamegun/idle",CHAN_6,Dampener.Active(self)?.1:1.);
#### # 2 A_StartSound("flamegun/idle",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
FGNT ABCDEFGHIJKLM 3;
Goto Idle+1;
Fire:
@ -446,7 +446,7 @@ Class FlameGun : UnrealWeapon
FGNF A 2
{
invoker.special1 = 0;
A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamegun/start",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
Hold:
@ -468,20 +468,20 @@ Class FlameGun : UnrealWeapon
FGNT A 0
{
invoker.special1 = 0;
A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamegun/end",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FGNT ABCDEFGHIJKLM 2;
Goto Idle;
Refire:
FGNF H 2 A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
FGNF H 2 A_StartSound("flamegun/start",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
Goto Hold;
AltFire:
#### # 1 A_Overlay(-9999,"Null");
FGNF A 1
{
invoker.special1 = 0;
A_PlaySound("flamegun/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("flamegun/charge",CHAN_WEAPONMISC,CHANF_DEFAULT,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
FGNF A 1