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

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