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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@ -70,7 +70,7 @@ Class UTranslocatorModule : Actor
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Super.Tick();
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if ( bAMBUSH && !Random[Transloc](0,40) )
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{
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A_PlaySound("telehand/spark");
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A_StartSound("telehand/spark");
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int numpt = Random[Transloc](20,40);
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for ( int i=0; i<numpt; i++ )
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{
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@ -108,7 +108,7 @@ Class UTranslocatorModule : Actor
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else
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{
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anglevel = FRandom[TeleHand](5,30)*RandomPick[TeleHand](-1,1);
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A_PlaySound("transloc/bounce");
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A_StartSound("transloc/bounce");
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if ( BlockingFloor || (tracer && (pos.z >= tracer.pos.z+tracer.height) && tracer.bACTLIKEBRIDGE) ) alreadyhit = true;
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}
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}
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@ -153,7 +153,7 @@ Class UTranslocator : UnrealWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("telehand/throw",CHAN_WEAPON);
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A_StartSound("telehand/throw",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Translocator](0.2,-0.4),FRandom[Translocator](0.2,-0.7)),2,-0.3,3,SWING_Spring,2,3);
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Vector3 x, y, z;
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@ -173,13 +173,13 @@ Class UTranslocator : UnrealWeapon
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("transloc/return",CHAN_WEAPON);
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A_StartSound("transloc/return",CHAN_WEAPON);
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invoker.FireEffect();
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UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,-0.4),FRandom[Translocator](-0.2,0.7)),3,-1,2,SWING_Spring,2,2);
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if ( invoker.module && invoker.module.bAMBUSH )
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{
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UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
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A_PlaySound("transloc/spark",CHAN_WEAPON);
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A_StartSound("transloc/spark",CHAN_WEAPON);
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DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
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}
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if ( invoker.module ) invoker.module.Destroy();
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@ -191,7 +191,7 @@ Class UTranslocator : UnrealWeapon
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if ( !invoker.module )
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{
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invoker.FireEffect();
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A_PlaySound("transloc/return",CHAN_WEAPON);
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A_StartSound("transloc/return",CHAN_WEAPON);
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return;
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}
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// check if there's enough space
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@ -213,12 +213,12 @@ Class UTranslocator : UnrealWeapon
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}
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if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
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{
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A_PlaySound("flak/click",CHAN_WEAPON);
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A_StartSound("flak/click",CHAN_WEAPON);
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SpawnTeleportFog(oldpos,true,false);
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SpawnTeleportFog(newpos,false,false);
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player.fov = min(175,player.desiredfov+60);
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}
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else A_PlaySound("transloc/return",CHAN_WEAPON);
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else A_StartSound("transloc/return",CHAN_WEAPON);
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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@ -227,7 +227,7 @@ Class UTranslocator : UnrealWeapon
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if ( bBroken )
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{
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UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
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A_PlaySound("transloc/spark",CHAN_WEAPON);
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A_StartSound("transloc/spark",CHAN_WEAPON);
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DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
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}
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}
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