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