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.
This commit is contained in:
Marisa the Magician 2020-02-01 11:00:30 +01:00
commit 8f09b0e34d
2 changed files with 4 additions and 8 deletions

View file

@ -194,6 +194,7 @@ eightball/altfire eightalt
eightball/seeklock seeklock
eightball/seeklost seeklost
eightball/fly brocket
eightball/explode expl2
asmd/select tazersel
asmd/fire tazefire

View file

@ -114,6 +114,7 @@ Class URocket : Actor
Super.PostBeginPlay();
let l = Spawn("URocketTrail",pos);
l.target = self;
A_StartSound("eightball/fire",CHAN_WEAPON,attenuation:.6);
A_StartSound("eightball/fly",CHAN_VOICE,CHANF_LOOPING,1.,2.5);
if ( tracer ) vel *= 0.9;
Acceleration = vel.unit()*50;
@ -405,16 +406,10 @@ Class Eightball : UnrealWeapon
invoker.special1 = 0;
if ( weap.bAltFire )
{
for ( int i=0; i<num; i++ )
A_StartSound("eightball/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:3.);
A_StartSound("eightball/altfire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:3.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
else
{
for ( int i=0; i<num; i++ )
A_StartSound("eightball/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
}
else A_AlertMonsters();
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
if ( self is 'UTPlayer' )