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