Hotfix for missing Eightball explosion sounds.
stinger_oldsounds_m has been affected by this update. Also adjusted Eightball firing sounds so they're played from the projectiles, not the weapon, this makes them not as loud and is the correct behaviour.
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parent
2b53a0439c
commit
8f09b0e34d
2 changed files with 4 additions and 8 deletions
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@ -114,6 +114,7 @@ Class URocket : Actor
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Super.PostBeginPlay();
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let l = Spawn("URocketTrail",pos);
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l.target = self;
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A_StartSound("eightball/fire",CHAN_WEAPON,attenuation:.6);
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A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,1.,2.5);
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if ( tracer ) vel *= 0.9;
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Acceleration = vel.unit()*50;
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@ -405,16 +406,10 @@ Class Eightball : UnrealWeapon
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invoker.special1 = 0;
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if ( weap.bAltFire )
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{
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for ( int i=0; i<num; i++ )
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A_StartSound("eightball/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:3.);
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A_StartSound("eightball/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:3.);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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}
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else
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{
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for ( int i=0; i<num; i++ )
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A_StartSound("eightball/fire",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters();
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}
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else A_AlertMonsters();
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
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if ( self is 'UTPlayer' )
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