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

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