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

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