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

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