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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@ -256,8 +256,8 @@ Class QuadShot : UnrealWeapon
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{
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A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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double blend = invoker.clipcount/4.;
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A_PlaySound("quadshot/alt",CHAN_WEAPON,(!Dampener.Active(self)?1.:.2)*blend);
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A_PlaySound("quadshot/fire",CHAN_7,(!Dampener.Active(self)?1.:.2)*(1.-blend));
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A_StartSound("quadshot/alt",CHAN_WEAPON,CHANF_OVERLAP,(!Dampener.Active(self)?1.:.2)*blend);
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A_StartSound("quadshot/fire",CHAN_WEAPONMISC,CHANF_OVERLAP,(!Dampener.Active(self)?1.:.2)*(1.-blend));
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double spread = invoker.clipcount;
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for ( int i=0; i<invoker.clipcount; i++ )
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{
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@ -282,7 +282,7 @@ Class QuadShot : UnrealWeapon
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else
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{
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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A_PlaySound("quadshot/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
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A_StartSound("quadshot/fire",CHAN_WEAPON,CHANF_OVERLAP,!Dampener.Active(self)?1.:.2);
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for ( int i=0; i<3; i++ )
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UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](5,7),FRandom[Quadshot](-1,-1.5),Random[Quadshot](3,6),SWING_Spring,0,FRandom[Quadshot](1.8,2.4));
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for ( int i=0; i<10; i++ )
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@ -427,7 +427,7 @@ Class QuadShot : UnrealWeapon
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#### # 1
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("automag/click",CHAN_WEAPON,Dampener.Active(self)?.05:.5);
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A_StartSound("automag/click",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.05:.5);
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}
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QUAF AJK 2;
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Goto Idle;
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@ -449,9 +449,9 @@ Class QuadShot : UnrealWeapon
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UTPlayer(self).PlayReloading();
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}
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QUAP ABCD 1;
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QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
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QUAP E 0 A_StartSound("quadshot/pump1",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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QUAP EFGHIJKLM 1;
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QUAP N 0 A_PlaySound("quadshot/pump2",CHAN_6,Dampener.Active(self)?.1:1.);
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QUAP N 0 A_StartSound("quadshot/pump2",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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QUAP NOPQRSTUVWXYZ[\ 1;
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QUAP \ 0;
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QUAI A 0; // force no tween
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@ -461,7 +461,7 @@ Class QuadShot : UnrealWeapon
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QUAR ABCDEFGHIJK 1;
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QUAR L 0
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{
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A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
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A_StartSound("quadshot/open",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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}
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@ -479,7 +479,7 @@ Class QuadShot : UnrealWeapon
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invoker.clipout = false;
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invoker.heldshells = invoker.clipcount;
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invoker.clipcount = 0;
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A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
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A_StartSound("quadshot/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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let weap = Weapon(invoker);
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for ( int i=0; i<2; i++ )
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{
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@ -495,7 +495,7 @@ Class QuadShot : UnrealWeapon
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QUR3 ABCDEFGHIJKLMNO 1;
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QUR3 P 0
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{
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A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
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A_StartSound("quadshot/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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let weap = Weapon(invoker);
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for ( int i=0; i<2; i++ )
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{
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@ -511,7 +511,7 @@ Class QuadShot : UnrealWeapon
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QUR4 ABCDE 1;
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QUR4 F 0
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{
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A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
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A_StartSound("quadshot/close",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
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}
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QUR4 FGHIJKLMNOPQ 1;
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