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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@ -302,7 +302,7 @@ Class ImpalerBolt : Actor
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Super.PostBeginPlay();
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t = new("ImpalerBoltTracer");
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if ( !(GetClass() is 'StarterImpalerBolt') )
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A_PlaySound("impaler/beam",CHAN_BODY,.2,true,2.,pitch:.75);
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A_StartSound("impaler/beam",CHAN_BODY,CHANF_LOOPING,.2,2.,.75);
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}
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void CheckBeam( Vector3 x )
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{
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@ -592,7 +592,7 @@ Class ImpalerProjectile : Actor
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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A_PlaySound("impaler/fly",CHAN_BODY,1.,true,2.);
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A_StartSound("impaler/fly",CHAN_BODY,CHANF_LOOPING,1.,2.);
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}
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action void A_ImpalerHit()
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{
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@ -605,7 +605,7 @@ Class ImpalerProjectile : Actor
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A_Explode(50+special1/2,80+special1/5);
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UTMainHandler.DoBlast(self,80+special1/5,40000);
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A_QuakeEx(2,2,2,5,0,150+special1/5,"",QF_RELATIVE|QF_SCALEDOWN,falloff:80+special1/2,rollintensity:0.2);
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A_PlaySound("impaler/hit",CHAN_VOICE);
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A_StartSound("impaler/hit",CHAN_VOICE);
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A_SprayDecal("ShockMark",20);
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let l = Spawn("ImpalerBurstLight",pos);
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l.Args[3] += special1/5;
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@ -786,7 +786,8 @@ Class Impaler : UnrealWeapon
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A_Overlay(-9999,"Null");
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A_Overlay(-3,"Null");
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A_Overlay(-2,"Null");
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A_PlaySound("impaler/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
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UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
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@ -872,7 +873,7 @@ Class Impaler : UnrealWeapon
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}
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action void A_StopBeam()
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{
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A_StopSound(CHAN_WEAPON);
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A_StopSound(CHAN_WEAPONMISC);
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if ( invoker.beam ) invoker.beam.Destroy();
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}
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override void OwnerDied()
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@ -919,12 +920,12 @@ Class Impaler : UnrealWeapon
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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if ( !d.HitActor || d.HitActor.bNOBLOOD )
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{
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A_PlaySound("impaler/wall",CHAN_WEAPON);
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A_StartSound("impaler/wall",CHAN_WEAPONMISC,CHANF_OVERLAP);
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let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
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p.angle = atan2(d.HitDir.y,d.HitDir.x);
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p.pitch = asin(-d.HitDir.z);
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}
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else A_PlaySound("impaler/flesh",CHAN_WEAPON);
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else A_StartSound("impaler/flesh",CHAN_WEAPONMISC,CHANF_OVERLAP);
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A_AlertMonsters();
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A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
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return true;
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@ -940,6 +941,7 @@ Class Impaler : UnrealWeapon
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override void DoEffect()
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{
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Super.DoEffect();
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A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(Owner)?.4:1.);
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if ( (Ammo1.Amount <= 0) && (ClipCount <= 0) ) SelectionOrder = 6600;
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else SelectionOrder = default.SelectionOrder;
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if ( Owner.player.ReadyWeapon != self ) return;
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@ -1011,7 +1013,7 @@ Class Impaler : UnrealWeapon
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IMPM A 2
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("impaler/stab",CHAN_WEAPON);
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A_StartSound("impaler/stab",CHAN_WEAPON,CHANF_OVERLAP);
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}
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IMPM BC 2;
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IMPM D 2 A_Stab();
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@ -1041,7 +1043,7 @@ Class Impaler : UnrealWeapon
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IMPA ABCDEFGH 2;
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IMPA I 0
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{
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A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
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A_StartSound("impaler/altfire",CHAN_WEAPONMISC,CHANF_LOOPING);
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A_StartBeam();
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invoker.special1 = 0;
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}
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@ -1060,7 +1062,7 @@ Class Impaler : UnrealWeapon
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player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
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player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
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A_StopBeam();
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A_PlaySound("impaler/altend",CHAN_WEAPON,looping:true);
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A_StartSound("impaler/altend",CHAN_WEAPONMISC,CHANF_LOOPING);
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}
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IMPA QRSTUVWX 2;
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Goto Idle;
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@ -1081,13 +1083,13 @@ Class Impaler : UnrealWeapon
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A_Overlay(-2,"ZapUp");
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A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_ForceStyle|PSPF_Alpha|PSPF_ForceAlpha,true);
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A_OverlayRenderStyle(-2,STYLE_Add);
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A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
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A_StartSound("impaler/gem",CHAN_WEAPONMISC,CHANF_LOOPING);
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}
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else
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{
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player.SetPSprite(-3,invoker.FindState("GemDown"));
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player.SetPSprite(-2,invoker.FindState("ZapDown"));
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A_PlaySound("impaler/gemdown",CHAN_WEAPON);
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A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
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}
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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}
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@ -1101,7 +1103,7 @@ Class Impaler : UnrealWeapon
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invoker.HasGem = false;
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player.SetPSprite(-3,invoker.FindState("GemDown"));
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player.SetPSprite(-2,invoker.FindState("ZapDown"));
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A_PlaySound("impaler/gemdown",CHAN_WEAPON);
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A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
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}
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IMPG ABCDE 2;
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Goto FullDeselect;
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