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

@ -656,7 +656,7 @@ Class UNapalm : Actor
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
A_PlaySound("napalm/hit",CHAN_BODY,min(1.,scale.x));
A_StartSound("napalm/hit",volume:min(1.,scale.x));
}
action void A_DropDrip()
{
@ -833,16 +833,9 @@ Class UFlamethrower : UnrealWeapon
}
override void DetachFromOwner()
{
Owner.A_StopSound(CHAN_6);
A_PlaySound("flamet/down",CHAN_6);
A_StartSound("flamet/down",CHAN_WEAPONMISC);
Super.DetachFromOwner();
}
override void OwnerDied()
{
if ( Owner.player && (Owner.player.ReadyWeapon == self) )
Owner.A_StopSound(CHAN_6);
Super.OwnerDied();
}
override void DoEffect()
{
Super.DoEffect();
@ -907,7 +900,7 @@ Class UFlamethrower : UnrealWeapon
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = 0;
invoker.special1 = 0;
A_PlaySound("flamet/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("flamet/fire",CHAN_WEAPON,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
A_Overlay(-9999,"Dummy2");
}
action void A_BeginCharge()
@ -915,7 +908,7 @@ Class UFlamethrower : UnrealWeapon
let weap = Weapon(invoker);
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = invoker.chargesize = 0;
A_PlaySound("flamet/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("flamet/charge",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
A_Overlay(-9999,"Dummy3");
}
action void A_ChargeUp()
@ -956,7 +949,7 @@ Class UFlamethrower : UnrealWeapon
A_WeaponOffset(0,32);
A_OverlayOffset(-2,0,0);
invoker.bCharging = false;
A_PlaySound("flamet/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,pitch:max(.5,1.2-invoker.chargesize/10.));
A_StartSound("flamet/altfire",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.,pitch:max(.5,1.2-invoker.chargesize/10.));
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
Vector3 x, y, z;
@ -1009,7 +1002,7 @@ Class UFlamethrower : UnrealWeapon
FLMS ABCDEF 2 A_WeaponReady(WRF_NOFIRE);
FLMS G 0
{
A_PlaySound("flamet/idle",CHAN_6,Dampener.Active(self)?.1:1.,true);
A_StartSound("flamet/idle",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
A_Overlay(-2,"FlameReady");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE|PSPF_ALPHA|PSPF_FORCEALPHA,true);
A_OverlayRenderStyle(-2,STYLE_Add);
@ -1025,17 +1018,17 @@ Class UFlamethrower : UnrealWeapon
Wait;
Idle:
FLMI A 0 A_Overlay(-9999,"Dummy");
FLMI ABCDEFG 12 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
FLMI ABCDEFG 12 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
FLMI A 0 A_Jump(20,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2
{
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
player.SetPSprite(-2,ResolveState("FlameTwiddle"));
}
FLMT ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
FLT2 ABCDEF 2 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
FLMT ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
FLT2 ABCDEF 2 A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
Goto Idle+1;
Fire:
#### # 2
@ -1053,7 +1046,7 @@ Class UFlamethrower : UnrealWeapon
FLMF FGHIJK 2
{
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_6,Dampener.Active(self)?.02:.2);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.02:.2);
}
Loop;
Release:
@ -1061,8 +1054,8 @@ Class UFlamethrower : UnrealWeapon
{
A_Overlay(-9999,"Null");
player.SetPSprite(-2,ResolveState("FlameRelease"));
A_PlaySound("flamet/fireend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamet/fireend",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FLMF MNOP 2;
@ -1111,7 +1104,7 @@ Class UFlamethrower : UnrealWeapon
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
A_StartSound("flamet/down",CHAN_WEAPONMISC,volume:Dampener.Active(self)?.1:1.);
player.SetPSprite(-2,ResolveState("FlameDeselect"));
}
FLMD ABCDEFHIJ 1;