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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@ -406,7 +406,7 @@ Class UBioGel : Actor
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}
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b = Spawn("BioHitbox",pos);
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b.target = self;
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A_PlaySound("ges/hit");
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A_StartSound("ges/hit");
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A_SprayDecal("BioSplat",-172);
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int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
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for ( int i=0; i<numpt; i++ )
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@ -439,7 +439,7 @@ Class UBioGel : Actor
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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UTMainHandler.DoBlast(self,int(Scale.x*100),40000*Scale.x);
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A_Explode(int(Args[0]*Scale.x),int(Scale.x*100));
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A_PlaySound("ges/explode",CHAN_VOICE);
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A_StartSound("ges/explode",CHAN_VOICE);
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int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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{
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@ -606,8 +606,9 @@ Class UBioRifle : UnrealWeapon
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}
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invoker.bCharging = false;
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invoker.chargesize = min(invoker.chargesize,4.9);
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if ( bAlt ) A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
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else A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.);
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A_StopSound(CHAN_WEAPONMISC);
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if ( bAlt ) A_StartSound("ges/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
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else A_StartSound("ges/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.17:1.);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(48,0,255,0),1);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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@ -653,6 +654,7 @@ Class UBioRifle : UnrealWeapon
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player.SetPSprite(-9999,ResolveState("Null"));
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return;
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}
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A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.13:1.);
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let weap = Weapon(invoker);
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if ( (invoker.chargesize < 4.9) && (weap.Ammo1.Amount > 0) )
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{
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@ -673,7 +675,7 @@ Class UBioRifle : UnrealWeapon
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invoker.bCharging = true;
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weap.DepleteAmmo(weap.bAltFire,true,1);
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invoker.count = invoker.chargesize = 0;
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A_PlaySound("ges/load",CHAN_WEAPON,Dampener.Active(self)?.13:1.,true);
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A_StartSound("ges/load",CHAN_WEAPONMISC,CHANF_LOOPING,Dampener.Active(self)?.13:1.);
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A_Overlay(-9999,"Dummy2");
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}
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override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
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@ -731,7 +733,7 @@ Class UBioRifle : UnrealWeapon
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Drip:
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#### # 4;
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BIOT ABC 6;
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BIOT D 6 A_PlaySound("ges/drip",CHAN_ITEM,Dampener.Active(self)?.05:.5);
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BIOT D 6 A_StartSound("ges/drip",CHAN_WEAPONMISC,volume:Dampener.Active(self)?.05:.5);
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BIOT EFG 6;
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BIOI A 4;
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Goto Idle;
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