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