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

@ -118,7 +118,7 @@ Class TranslatorEvent : Actor
{
if ( special2 ) Console.Printf(StringTable.Localize("$TR_MSG"));
else Console.Printf(StringTable.Localize("$TR_NEWMSG"));
S_Sound("translator/event",CHAN_VOICE|CHAN_UI);
S_StartSound("translator/event",CHAN_VOICE,CHANF_UI);
}
Translator.AddMessage(user_message,user_hint);
if ( special2 ) Translator.bNotNewMessage = true;
@ -273,7 +273,7 @@ Class VoiceBoxActive : Actor
"automag/shot"
};
if ( invoker.b ) invoker.b.A_AlertMonsters(0,AMF_TARGETEMITTER);
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_PlaySound(BattleSounds[i],CHAN_AUTO,FRandom[Voicebox](0.5,1.0));
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_StartSound(BattleSounds[i],CHAN_VOICE,CHANF_OVERLAP,FRandom[Voicebox](0.5,1.0));
}
override void Tick()
{
@ -314,7 +314,7 @@ Class VoiceBoxActive : Actor
VBOX A 30
{
invoker.anglevel *= 0;
A_PlaySound("voice/activate");
A_StartSound("voice/activate");
}
VBOX ABCDEFGHIJ 1
{
@ -327,7 +327,7 @@ Class VoiceBoxActive : Actor
VBOX A 0
{
if ( invoker.b ) invoker.b.Destroy();
A_PlaySound("flare/explode",CHAN_VOICE);
A_StartSound("flare/explode",CHAN_VOICE);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);
@ -481,8 +481,8 @@ Class FlareThrown : Actor
}
if ( !b )
{
A_PlaySound("flare/on");
A_PlaySound("flare/loop",CHAN_VOICE,.5,true);
A_StartSound("flare/on");
A_StartSound("flare/loop",CHAN_VOICE,CHANF_LOOPING,.5);
tracer = Spawn("FlareThrownX",pos);
tracer.angle = angle;
tracer.pitch = pitch;
@ -534,7 +534,7 @@ Class FlareThrown : Actor
return ResolveState("Fizz");
}
A_StopSound(CHAN_VOICE);
A_PlaySound("flare/explode");
A_StartSound("flare/explode");
A_Explode(50,50);
A_NoGravity();
A_Stop();
@ -797,8 +797,8 @@ Class BetaFlareThrown : Actor
}
if ( !b )
{
A_PlaySound("flare/on");
A_PlaySound("flare/loop",CHAN_VOICE,.5,true);
A_StartSound("flare/on");
A_StartSound("flare/loop",CHAN_VOICE,CHANF_LOOPING,.5);
b = Spawn("FlareHitbox",pos);
b.master = self;
}
@ -847,7 +847,7 @@ Class BetaFlareThrown : Actor
if ( waterlevel > 0 ) return ResolveState("Fizz");
A_RemoveLight('PLight');
A_StopSound(CHAN_VOICE);
A_PlaySound("flare/explode");
A_StartSound("flare/explode");
A_Explode(50,50);
A_NoGravity();
A_Stop();
@ -980,7 +980,7 @@ Class Dampener : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
Owner.A_StartSound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
return false;
}
override void DoEffect()
@ -989,7 +989,7 @@ Class Dampener : UnrealInventory
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("dampener/off",CHAN_ITEM);
Owner.A_StartSound("dampener/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_DAMPENER"));
if ( Amount <= 0 ) DepleteOrDestroy();
}
@ -1127,14 +1127,14 @@ Class ForcefieldEffect : Actor
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
A_PlaySound("ffield/hit",CHAN_BODY);
A_StartSound("ffield/hit",flags:CHANF_OVERLAP);
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("ffield/on",CHAN_ITEM);
A_PlaySound("ffield/active",CHAN_VOICE,0.6,true);
A_StartSound("ffield/on",CHAN_ITEM);
A_StartSound("ffield/active",CHAN_VOICE,CHANF_LOOPING,.6);
let tracer = Spawn("ForceFieldLight",pos);
tracer.target = self;
lct = 24;
@ -1149,7 +1149,7 @@ Class ForcefieldEffect : Actor
A_UnsetShootable();
A_UnsetSolid();
}
FFLD A 1 Bright A_PlaySound("ffield/hit",CHAN_VOICE);
FFLD A 1 Bright A_StartSound("ffield/hit",CHAN_VOICE);
Stop;
}
}
@ -1243,7 +1243,7 @@ Class UFlashlight : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"lite/pickup":"lite/off",CHAN_ITEM);
Owner.A_StartSound(bActive?"lite/pickup":"lite/off",CHAN_ITEM);
if ( bActive )
{
if ( !lt[0] ) lt[0] = UFlashLight1(Spawn("UFlashLight1",owner.pos));
@ -1267,7 +1267,7 @@ Class UFlashlight : UnrealInventory
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("lite/off",CHAN_ITEM);
Owner.A_StartSound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_FLASHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
@ -1326,7 +1326,7 @@ Class USearchlight : UFlashlight
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("lite/off",CHAN_ITEM);
Owner.A_StartSound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SEARCHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
@ -1668,7 +1668,7 @@ Class MinigunSentry : Actor
if ( (special1 <= 0) && master.master && master.master.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_SENTRYDRY"));
A_SentryFaceTarget();
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
A_PlaySound("sentry/fire",CHAN_WEAPON);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP);
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(pos,x*24+z*8);
@ -1724,7 +1724,7 @@ Class MinigunSentry : Actor
SENT A 15;
SENT A 0
{
A_PlaySound("sentry/raise");
A_StartSound("sentry/raise");
if ( master ) master.A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDEFGHIJKLMNO 3;
@ -1732,7 +1732,7 @@ Class MinigunSentry : Actor
Idle:
SENI A 0
{
A_PlaySound("sentry/move",CHAN_BODY,0.4,true,pitch:0.8);
A_StartSound("sentry/move",flags:CHANF_LOOPING,.4,pitch:.8);
if ( specialf1 > 0 ) specialf1 = -maxangle;
else specialf1 = maxangle;
special2 = 0;
@ -1745,7 +1745,7 @@ Class MinigunSentry : Actor
}
Wait;
IdleStop:
SENI A 0 A_PlaySound("sentry/movestop",CHAN_BODY,0.4,pitch:0.8);
SENI A 0 A_StartSound("sentry/movestop",volume:.4,pitch:.8);
SENI A 1
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
@ -1754,7 +1754,7 @@ Class MinigunSentry : Actor
}
Wait;
See:
SENI A 0 A_PlaySound("sentry/movestop",CHAN_BODY,0.4,pitch:0.8);
SENI A 0 A_StartSound("sentry/movestop",volume:.4,pitch:.8);
SENI A 1
{
if ( !TargetVisible() )
@ -1770,7 +1770,7 @@ Class MinigunSentry : Actor
Missile:
SENW A 0
{
A_PlaySound("sentry/wind",looping:true);
A_StartSound("sentry/wind",flags:CHANF_LOOPING);
if ( master )
{
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
@ -1812,7 +1812,7 @@ Class MinigunSentry : Actor
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
if ( TargetVisible() && (special1>0) ) return ResolveState("MissileLoop");
A_PlaySound("sentry/unwind");
A_StartSound("sentry/unwind");
if ( master ) master.SetStateLabel("MissileEnd");
return ResolveState(null);
}
@ -1824,7 +1824,7 @@ Class MinigunSentry : Actor
Wait;
SENI A 0
{
A_PlaySound("sentry/raise");
A_StartSound("sentry/raise");
if ( master )
{
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
@ -1903,7 +1903,7 @@ Class SentryFragment : Actor
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
vel = (vel.unit()+(FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2))).unit()*vel.length();
A_PlaySound("vfrag/bounce",CHAN_BODY,min(1.,vel.length()*0.1),pitch:FRandom[Junk](0.6,1.4));
A_StartSound("vfrag/bounce",volume:min(1.,vel.length()*0.1),pitch:FRandom[Junk](0.6,1.4));
}
Goto Spawn;
Death:
@ -1944,7 +1944,7 @@ Class SentryBoom : Actor
{
Super.PostBeginPlay();
A_Explode(80,250);
A_PlaySound("sentry/explode");
A_StartSound("sentry/explode");
UTMainHandler.DoBlast(self,250,70000);
double ang, pt;
for ( int i=0; i<16; i++ )
@ -2102,7 +2102,7 @@ Class MinigunSentryBase : Actor
}
let amo = user.FindInventory("UMiniAmmo");
if ( !amo || (amo.Amount <= 0) || (tracer.special1 >= sentryammo) ) return false;
A_PlaySound("misc/i_pkup",CHAN_ITEM);
A_StartSound("misc/i_pkup",CHAN_ITEM);
int xammo = min(sentryammo-tracer.special1,amo.Amount);
special1 = tracer.special1 += xammo;
amo.Amount -= xammo;
@ -2409,7 +2409,7 @@ Class SentryGun : Actor
return;
}
A_AlertMonsters(0,AMF_TARGETEMITTER);
A_PlaySound("sentry/fire",CHAN_WEAPON,pitch:1.6);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:1.6);
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(pos,x*12+z*16);
@ -2471,7 +2471,7 @@ Class SentryGun : Actor
StartUp:
SENR A 0
{
A_PlaySound("sentry/raise",pitch:1.6);
A_StartSound("sentry/raise",pitch:1.6);
A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDE 4;
@ -2482,7 +2482,7 @@ Class SentryGun : Actor
WindUp:
SENW A 0
{
A_PlaySound("sentry/wind",looping:true,pitch:1.6);
A_StartSound("sentry/wind",flags:CHANF_LOOPING,pitch:1.6);
A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENW ABCDEFGHIJKLMN 1;
@ -2502,11 +2502,11 @@ Class SentryGun : Actor
SENU A 0; // tweening hack
Loop;
Unwind:
SENU A 0 A_PlaySound("sentry/unwind",pitch:1.6);
SENU A 0 A_StartSound("sentry/unwind",pitch:1.6);
SENU ABCDEFGHIJKLMN 1;
Goto Idle;
ShutDown:
SEND A 0 A_PlaySound("sentry/raise",pitch:1.6);
SEND A 0 A_StartSound("sentry/raise",pitch:1.6);
SEND ABCDE 4;
SEND E 20;
SEND E -1 A_Die();
@ -2515,7 +2515,7 @@ Class SentryGun : Actor
TNT1 A 0
{
A_StopSound(CHAN_BODY);
A_PlaySound("flare/explode",CHAN_VOICE);
A_StartSound("flare/explode",CHAN_VOICE);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);