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

@ -179,8 +179,8 @@ Class TarydiumExplosion : Actor
// (just going off the novels here, it's supposed to be pretty strong)
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);
SetOrigin(Vec3Offset(0,0,16),false);
A_PlaySound("stinger/explode",CHAN_VOICE,pitch:FRandom[Stinger](0.8,1.5));
A_PlaySound("stinger/explode",CHAN_ITEM,pitch:FRandom[Stinger](0.8,1.5));
A_StartSound("stinger/explode",CHAN_VOICE,pitch:FRandom[Stinger](0.8,1.5));
A_StartSound("stinger/explode",CHAN_ITEM,pitch:FRandom[Stinger](0.8,1.5));
let l = Spawn("TarydiumExLight",pos);
l.args[3] = int(60*scale.x);
scale.x *= RandomPick[Stinger](-1,1);
@ -417,8 +417,8 @@ Class StingerProjectile : Actor
ExplodeMissile();
return;
}
if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5));
else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
if ( !Random[Stinger](0,2) ) A_StartSound("stinger/hit2",volume:.5,pitch:FRandom[Stinger](0.5,1.5));
else A_StartSound("stinger/hit",volume:.6);
A_SprayDecal("WallCrack",-20);
A_AlertMonsters();
let l = Spawn("StingerBurstLight",pos);
@ -451,7 +451,7 @@ Class StingerProjectile : Actor
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("stinger/flesh");
A_StartSound("stinger/flesh");
A_AlertMonsters();
if ( sting_stinger )
{
@ -463,8 +463,8 @@ Class StingerProjectile : Actor
}
action void A_StingerHit()
{
if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5));
else A_PlaySound("stinger/hit",CHAN_BODY,0.6);
if ( !Random[Stinger](0,2) ) A_StartSound("stinger/hit2",volume:.5,pitch:FRandom[Stinger](0.5,1.5));
else A_StartSound("stinger/hit",volume:.6);
A_SprayDecal("WallCrack",20);
A_AlertMonsters();
Spawn("StingerBurstLight",pos);
@ -547,12 +547,12 @@ Class Stinger : UnrealWeapon
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( hold )
{
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.1:1.);
A_Overlay(PSP_FLASH,"MFlashHold");
}
else
{
A_PlaySound("stinger/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("stinger/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
A_Overlay(PSP_FLASH,"MFlash");
}
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
@ -598,7 +598,7 @@ Class Stinger : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_PlaySound("stinger/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_StartSound("stinger/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
A_Overlay(PSP_FLASH,"MFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
@ -677,7 +677,7 @@ Class Stinger : UnrealWeapon
Goto Idle;
STNI A 0
{
A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
A_StartSound("stinger/hold",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.1:1.);
invoker.flashnum = Random[Stinger](0,3);
}
Hold:
@ -692,7 +692,11 @@ Class Stinger : UnrealWeapon
STNH BCDEFG 1;
STNH A 0 A_JumpIfNoAmmo(1);
STNH A 0 A_Refire();
STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
STNH A 2
{
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("stinger/release",CHAN_WEAPON,volume:Dampener.Active(self)?.1:1.);
}
Goto Idle;
AltFire:
STNF A 2 A_StingerAltFire();