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

@ -209,7 +209,7 @@ Class StunProj : Actor
moving = false;
SetStateLabel("Death");
A_QuakeEx(1,1,1,3,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
A_StartSound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int numpt = Random[ExploS](10,15);
@ -355,7 +355,8 @@ Class Stunner : UnrealWeapon
UTPlayer(self).PlayAttacking3();
StunnerAmmo(weap.Ammo1).rechargephase = (((weap.Ammo1.Amount>0)||!deathmatch)?0:5);
StunnerAmmo(weap.Ammo1).rechargespeed = 2.;
A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("stun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect();
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
@ -406,7 +407,7 @@ Class Stunner : UnrealWeapon
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = 0;
invoker.chargesize = .6;
A_PlaySound("stun/charge",CHAN_WEAPON,Dampener.Active(self)?.15:1.);
A_StartSound("stun/charge",CHAN_WEAPONMISC,volume:Dampener.Active(self)?.15:1.);
A_Overlay(-2,"Sparks");
A_OverlayFlags(-2,PSPF_RenderStyle,true);
A_OverlayRenderStyle(-2,STYLE_Add);
@ -422,6 +423,7 @@ Class Stunner : UnrealWeapon
StunnerAmmo(weap.Ammo1).rechargephase = 0;
UTMainHandler.DoSwing(self,(FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.15:1.);
if ( !Dampener.Active(self) && !(gameinfo.gametype&GAME_Strife) ) A_AlertMonsters();
if ( invoker.chargesize >= 5. )
{