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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2b53a0439c
commit
8f09b0e34d
2 changed files with 4 additions and 8 deletions
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@ -194,6 +194,7 @@ eightball/altfire eightalt
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eightball/seeklock seeklock
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eightball/seeklock seeklock
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eightball/seeklost seeklost
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eightball/seeklost seeklost
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eightball/fly brocket
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eightball/fly brocket
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eightball/explode expl2
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asmd/select tazersel
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asmd/select tazersel
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asmd/fire tazefire
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asmd/fire tazefire
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@ -114,6 +114,7 @@ Class URocket : Actor
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Super.PostBeginPlay();
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Super.PostBeginPlay();
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let l = Spawn("URocketTrail",pos);
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let l = Spawn("URocketTrail",pos);
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l.target = self;
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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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A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,1.,2.5);
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if ( tracer ) vel *= 0.9;
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if ( tracer ) vel *= 0.9;
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Acceleration = vel.unit()*50;
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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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invoker.special1 = 0;
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if ( weap.bAltFire )
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if ( weap.bAltFire )
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{
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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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if ( !Dampener.Active(self) ) A_AlertMonsters();
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}
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}
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else
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else A_AlertMonsters();
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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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invoker.FireEffect();
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
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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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if ( self is 'UTPlayer' )
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