1.1.1 update (same as flak_m):
- Sound overhaul. - Added extended '95 theme from Unreal mac port.
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1207748311
commit
6820c4deba
32 changed files with 297 additions and 282 deletions
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@ -121,7 +121,7 @@ Class UFlakSlug : FlakSlug
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UTMainHandler.DoBlast(self,120,75000);
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A_Explode(70,120);
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A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
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A_PlaySound("uflak/explode",CHAN_VOICE);
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A_StartSound("uflak/explode",CHAN_VOICE);
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A_AlertMonsters();
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if ( !Tracer ) Spawn("SlugSmoke",pos);
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Spawn("SlugLight",pos);
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@ -184,8 +184,8 @@ Class UFlakCannon : UnrealWeapon
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{
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action void A_Loading( bool first = false )
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{
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if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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else A_PlaySound("uflak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
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if ( first ) A_StartSound("uflak/load",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
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else A_StartSound("uflak/reload",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.06:.6);
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}
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action void A_FireChunks()
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{
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@ -193,7 +193,7 @@ Class UFlakCannon : UnrealWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("uflak/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_StartSound("uflak/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
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A_Overlay(PSP_FLASH,"Flash");
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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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@ -252,7 +252,7 @@ Class UFlakCannon : UnrealWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("uflak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_StartSound("uflak/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.);
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A_Overlay(PSP_FLASH,"Flash");
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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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@ -342,7 +342,7 @@ Class UFlakCannon : UnrealWeapon
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FLKF A 1 A_FireChunks();
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FLKF BCDEFGHI 1;
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FLKF J 5;
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FLKE A 1 A_PlaySound("uflak/click",CHAN_6,Dampener.Active(self)?.05:.5);
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FLKE A 1 A_StartSound("uflak/click",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.05:.5);
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FLKE BCDEFGHIJKLMN 1;
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FLKE S 4
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{
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