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

@ -302,7 +302,7 @@ Class ImpalerBolt : Actor
Super.PostBeginPlay();
t = new("ImpalerBoltTracer");
if ( !(GetClass() is 'StarterImpalerBolt') )
A_PlaySound("impaler/beam",CHAN_BODY,.2,true,2.,pitch:.75);
A_StartSound("impaler/beam",CHAN_BODY,CHANF_LOOPING,.2,2.,.75);
}
void CheckBeam( Vector3 x )
{
@ -592,7 +592,7 @@ Class ImpalerProjectile : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("impaler/fly",CHAN_BODY,1.,true,2.);
A_StartSound("impaler/fly",CHAN_BODY,CHANF_LOOPING,1.,2.);
}
action void A_ImpalerHit()
{
@ -605,7 +605,7 @@ Class ImpalerProjectile : Actor
A_Explode(50+special1/2,80+special1/5);
UTMainHandler.DoBlast(self,80+special1/5,40000);
A_QuakeEx(2,2,2,5,0,150+special1/5,"",QF_RELATIVE|QF_SCALEDOWN,falloff:80+special1/2,rollintensity:0.2);
A_PlaySound("impaler/hit",CHAN_VOICE);
A_StartSound("impaler/hit",CHAN_VOICE);
A_SprayDecal("ShockMark",20);
let l = Spawn("ImpalerBurstLight",pos);
l.Args[3] += special1/5;
@ -786,7 +786,8 @@ Class Impaler : UnrealWeapon
A_Overlay(-9999,"Null");
A_Overlay(-3,"Null");
A_Overlay(-2,"Null");
A_PlaySound("impaler/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
@ -872,7 +873,7 @@ Class Impaler : UnrealWeapon
}
action void A_StopBeam()
{
A_StopSound(CHAN_WEAPON);
A_StopSound(CHAN_WEAPONMISC);
if ( invoker.beam ) invoker.beam.Destroy();
}
override void OwnerDied()
@ -919,12 +920,12 @@ Class Impaler : UnrealWeapon
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
if ( !d.HitActor || d.HitActor.bNOBLOOD )
{
A_PlaySound("impaler/wall",CHAN_WEAPON);
A_StartSound("impaler/wall",CHAN_WEAPONMISC,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("impaler/flesh",CHAN_WEAPON);
else A_StartSound("impaler/flesh",CHAN_WEAPONMISC,CHANF_OVERLAP);
A_AlertMonsters();
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
return true;
@ -940,6 +941,7 @@ Class Impaler : UnrealWeapon
override void DoEffect()
{
Super.DoEffect();
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(Owner)?.4:1.);
if ( (Ammo1.Amount <= 0) && (ClipCount <= 0) ) SelectionOrder = 6600;
else SelectionOrder = default.SelectionOrder;
if ( Owner.player.ReadyWeapon != self ) return;
@ -1011,7 +1013,7 @@ Class Impaler : UnrealWeapon
IMPM A 2
{
A_Overlay(-9999,"Null");
A_PlaySound("impaler/stab",CHAN_WEAPON);
A_StartSound("impaler/stab",CHAN_WEAPON,CHANF_OVERLAP);
}
IMPM BC 2;
IMPM D 2 A_Stab();
@ -1041,7 +1043,7 @@ Class Impaler : UnrealWeapon
IMPA ABCDEFGH 2;
IMPA I 0
{
A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
A_StartSound("impaler/altfire",CHAN_WEAPONMISC,CHANF_LOOPING);
A_StartBeam();
invoker.special1 = 0;
}
@ -1060,7 +1062,7 @@ Class Impaler : UnrealWeapon
player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
A_StopBeam();
A_PlaySound("impaler/altend",CHAN_WEAPON,looping:true);
A_StartSound("impaler/altend",CHAN_WEAPONMISC,CHANF_LOOPING);
}
IMPA QRSTUVWX 2;
Goto Idle;
@ -1081,13 +1083,13 @@ Class Impaler : UnrealWeapon
A_Overlay(-2,"ZapUp");
A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_ForceStyle|PSPF_Alpha|PSPF_ForceAlpha,true);
A_OverlayRenderStyle(-2,STYLE_Add);
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
A_StartSound("impaler/gem",CHAN_WEAPONMISC,CHANF_LOOPING);
}
else
{
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
}
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
@ -1101,7 +1103,7 @@ Class Impaler : UnrealWeapon
invoker.HasGem = false;
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
}
IMPG ABCDE 2;
Goto FullDeselect;