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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@ -118,14 +118,14 @@ Class OLSMP : UnrealWeapon
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}
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override void PlayUpSound( Actor origin )
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{
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origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.,pitch:0.8);
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origin.A_StartSound(upsound,CHAN_WEAPON,volume:Dampener.Active(origin)?.1:1.,pitch:0.8);
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}
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action void A_OLSMPRefire( statelabel flash = null, bool slave = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap || !player ) return;
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if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.01;
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if ( invoker.clipcount < 35 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35,pitch:1.6);
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if ( invoker.clipcount < 35 ) A_StartSound("automag/click",CHAN_WEAPONMISC,CHANF_OVERLAP,!Dampener.Active(self)?1.:.35,pitch:1.6);
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if ( invoker.clipcount <= 0 )
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{
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A_ClearRefire();
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@ -141,7 +141,7 @@ Class OLSMP : UnrealWeapon
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invoker.clipcount--;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
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A_PlaySound("automag/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2,pitch:FRandom[Automag](1.2,1.8)*(alt?2.5:1.));
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A_StartSound("automag/fire",CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2,pitch:FRandom[Automag](1.2,1.8)*(alt?2.5:1.));
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
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A_Overlay(-2,"MuzzleFlash");
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@ -338,7 +338,7 @@ Class OLSMP : UnrealWeapon
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invoker.clipout = true;
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A_Overlay(-9999,null);
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A_WeaponOffset(0,32); // fix sudden psprite lowering
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A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.1,pitch:0.8);
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A_StartSound("automag/click",CHAN_WEAPONMISC,volume:!Dampener.Active(self)?1.:.1,pitch:0.8);
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}
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AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
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AUTD ABCD 1;
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@ -349,7 +349,7 @@ Class OLSMP : UnrealWeapon
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invoker.clipcount += aadd;
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount -= aadd;
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A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
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A_StartSound("automag/reload",CHAN_WEAPONMISC,volume:!Dampener.Active(self)?1.:.1,pitch:0.8);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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Vector3 x, y, z, origin;
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@ -360,7 +360,7 @@ Class OLSMP : UnrealWeapon
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
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AUTS A 0 A_StartSound("automag/select",CHAN_WEAPON,volume:!Dampener.Active(self)?1.:.1,pitch:0.8);
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Goto Ready;
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Deselect:
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AUTD A 1 A_Overlay(-9999,null);
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