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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@ -95,7 +95,7 @@ Class PeaceRocket : Actor
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Super.PostBeginPlay();
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let l = Spawn("PeaceTrail",pos);
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l.target = self;
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A_PlaySound("peace/fly",CHAN_VOICE,1.0,true,2.5,pitch:0.8);
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A_StartSound("peace/fly",CHAN_VOICE,CHANF_LOOPING,1.,2.5,.8);
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Acceleration = vel*1.67;
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}
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action void A_CheckForTargets()
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@ -128,7 +128,7 @@ Class PeaceRocket : Actor
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UTMainHandler.DoBlast(self,200,70000);
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A_Explode(100,200);
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A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:0.2);
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A_PlaySound("eightball/explode",CHAN_VOICE);
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A_StartSound("eightball/explode",CHAN_VOICE);
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A_AlertMonsters();
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Spawn("RocketExplLight",pos);
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int numpt = Random[Peace](15,30);
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@ -230,7 +230,7 @@ Class PeaceBarrel : Actor
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}
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action void A_FireRocket( int n )
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{
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A_PlaySound("uflak/altfire",CHAN_AUTO);
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A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters();
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -274,8 +274,8 @@ Class PeaceBarrel : Actor
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A_NoGravity();
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A_SetScale(bAMBUSH?1.8:1.2);
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A_Explode(bAMBUSH?500:125,bAMBUSH?200:100);
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A_PlaySound("sentry/explode",CHAN_BODY,pitch:0.6);
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A_PlaySound("eightball/explode",CHAN_VOICE,pitch:0.8);
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A_StartSound("sentry/explode",CHAN_VOICE,CHANF_OVERLAP,pitch:.6);
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A_StartSound("eightball/explode",CHAN_VOICE,CHANF_OVERLAP,pitch:.8);
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A_AlertMonsters();
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A_QuakeEx(4,4,4,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:0.2);
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UTMainHandler.DoBlast(self,bAMBUSH?200:100,50000);
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@ -356,42 +356,42 @@ Class PeaceBarrel : Actor
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PEMM A 4 A_AlignSelf();
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PEMM A 35
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{
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A_PlaySound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_AUTO);
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A_StartSound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_VOICE,CHANF_OVERLAP);
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A_AlertMonsters();
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return A_JumpIf(--special1<0,1);
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}
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Wait;
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PEMM A 0 A_JumpIf(bAMBUSH,"Detonate");
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PEMM A 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM A 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM B 3;
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PEMM C 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM D 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM E 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM C 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM D 3 A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM E 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM F 3
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{
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A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
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}
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PEMM G 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM G 3 A_StartSound("peace/open",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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PEMM H 3
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{
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A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
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}
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PEMM I 3;
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PEMM J 3
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{
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A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
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A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.8,pitch:FRandom[Peace](0.8,1.2));
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A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
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}
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PEMM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
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PEMM K 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
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PEMM L 3 A_StartSound("transloc/bounce",CHAN_BODY,CHANF_OVERLAP,.5,pitch:FRandom[Peace](0.8,1.2));
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PEMM M 3;
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PEMM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM N 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
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PEMM OPQ 3;
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PEMM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM R 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
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PEMM STU 3;
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PEMM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
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PEMM V 3 A_StartSound("eightball/rotate",CHAN_BODY,CHANF_OVERLAP,.1);
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PEMM XYZ[\] 3;
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PEMM ] 35;
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PEMM ] 0 A_FireRocket(0);
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@ -431,7 +431,7 @@ Class Peacemaker : UnrealWeapon
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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A_PlaySound("peace/throw",CHAN_WEAPON);
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A_StartSound("peace/throw",CHAN_WEAPON);
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*3);
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@ -453,7 +453,7 @@ Class Peacemaker : UnrealWeapon
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action void A_StartCount()
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{
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invoker.special1 = invoker.special2 = 0;
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A_PlaySound("peace/set",CHAN_ITEM,.4);
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A_StartSound("peace/set",CHAN_WEAPONMISC,CHANF_OVERLAP,.4);
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}
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action void A_CountUp( Statelabel next )
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{
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@ -463,7 +463,7 @@ Class Peacemaker : UnrealWeapon
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invoker.special2++;
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if ( invoker.special2 <= 9 )
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{
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A_PlaySound("peace/set",CHAN_ITEM,.4);
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A_StartSound("peace/set",CHAN_WEAPONMISC,CHANF_OVERLAP,.4);
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player.FindPSprite(PSP_WEAPON).frame = invoker.special2;
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}
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invoker.special1 = 0;
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@ -501,7 +501,7 @@ Class Peacemaker : UnrealWeapon
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Wait;
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Ready:
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PEMS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
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PEMS K 0 A_PlaySound("peace/up",CHAN_ITEM,.4);
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PEMS K 0 A_StartSound("peace/up",CHAN_WEAPONMISC,volume:.4);
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PEMS KLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE);
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Idle:
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PEMI A 1
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@ -528,7 +528,7 @@ Class Peacemaker : UnrealWeapon
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PEMF ABCD 2;
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PEMF E 0
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{
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A_PlaySound("peace/down",CHAN_ITEM,.4);
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A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
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UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
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}
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PEMF EFG 2;
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@ -546,7 +546,7 @@ Class Peacemaker : UnrealWeapon
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PEMF ABCD 2;
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PEMF E 0
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{
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A_PlaySound("peace/down",CHAN_ITEM,.4);
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A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4);
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UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
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}
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PEMF EFG 2;
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