1.1.1 update (same as flak_m):
- Sound overhaul. - Added extended '95 theme from Unreal mac port.
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1207748311
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6820c4deba
32 changed files with 297 additions and 282 deletions
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@ -179,8 +179,8 @@ Class TarydiumExplosion : Actor
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// (just going off the novels here, it's supposed to be pretty strong)
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A_QuakeEx(clamp(special1/6,2,9),clamp(special1/6,2,9),clamp(special1/6,2,9),10,0,300+special1*2,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200+special1*2,rollIntensity:0.12);
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SetOrigin(Vec3Offset(0,0,16),false);
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A_PlaySound("stinger/explode",CHAN_VOICE,pitch:FRandom[Stinger](0.8,1.5));
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A_PlaySound("stinger/explode",CHAN_ITEM,pitch:FRandom[Stinger](0.8,1.5));
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A_StartSound("stinger/explode",CHAN_VOICE,pitch:FRandom[Stinger](0.8,1.5));
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A_StartSound("stinger/explode",CHAN_ITEM,pitch:FRandom[Stinger](0.8,1.5));
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let l = Spawn("TarydiumExLight",pos);
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l.args[3] = int(60*scale.x);
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scale.x *= RandomPick[Stinger](-1,1);
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@ -417,8 +417,8 @@ Class StingerProjectile : Actor
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ExplodeMissile();
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return;
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}
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if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5));
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else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
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if ( !Random[Stinger](0,2) ) A_StartSound("stinger/hit2",volume:.5,pitch:FRandom[Stinger](0.5,1.5));
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else A_StartSound("stinger/hit",volume:.6);
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A_SprayDecal("WallCrack",-20);
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A_AlertMonsters();
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let l = Spawn("StingerBurstLight",pos);
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@ -451,7 +451,7 @@ Class StingerProjectile : Actor
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if ( !target.bNOBLOOD )
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{
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target.SpawnBlood(pos,AngleTo(target),damage);
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A_PlaySound("stinger/flesh");
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A_StartSound("stinger/flesh");
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A_AlertMonsters();
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if ( sting_stinger )
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{
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@ -463,8 +463,8 @@ Class StingerProjectile : Actor
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}
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action void A_StingerHit()
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{
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if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5));
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else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
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if ( !Random[Stinger](0,2) ) A_StartSound("stinger/hit2",volume:.5,pitch:FRandom[Stinger](0.5,1.5));
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else A_StartSound("stinger/hit",volume:.6);
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A_SprayDecal("WallCrack",20);
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A_AlertMonsters();
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Spawn("StingerBurstLight",pos);
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@ -547,12 +547,12 @@ Class Stinger : UnrealWeapon
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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if ( hold )
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{
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A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
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A_Overlay(PSP_FLASH,"MFlashHold");
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}
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else
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{
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A_PlaySound("stinger/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_StartSound("stinger/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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A_Overlay(PSP_FLASH,"MFlash");
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}
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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@ -598,7 +598,7 @@ Class Stinger : UnrealWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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A_PlaySound("stinger/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_StartSound("stinger/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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A_Overlay(PSP_FLASH,"MFlash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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@ -677,7 +677,7 @@ Class Stinger : UnrealWeapon
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Goto Idle;
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STNI A 0
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{
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A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
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A_StartSound("stinger/hold",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
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invoker.flashnum = Random[Stinger](0,3);
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}
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Hold:
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@ -692,7 +692,11 @@ Class Stinger : UnrealWeapon
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STNH BCDEFG 1;
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STNH A 0 A_JumpIfNoAmmo(1);
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STNH A 0 A_Refire();
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STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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STNH A 2
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{
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A_StopSound(CHAN_WEAPONMISC);
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A_StartSound("stinger/release",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
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}
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Goto Idle;
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AltFire:
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STNF A 2 A_StingerAltFire();
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