1.0.5 hotfix 1:
- Various fixes for the Combined Patch. - Some safeguards for force field and sentries so they don't bug the hell out if receiving crushing or ice damage.
This commit is contained in:
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826485d4a3
commit
b8ab28175a
14 changed files with 111 additions and 56 deletions
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@ -109,6 +109,7 @@ I_HEALTH = "You picked up a Health Pack.";
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I_BANDAGES = "You got some Bandages.";
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I_BANDAGES = "You got some Bandages.";
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I_FRUIT = "You ate some Nali Healing Fruit.";
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I_FRUIT = "You ate some Nali Healing Fruit.";
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I_SHEALTH = "You picked up the Super Health Pack.";
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I_SHEALTH = "You picked up the Super Health Pack.";
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I_SEARCHLIGHT = "You picked up the Searchlight.";
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I_FLASHLIGHT = "You picked up a Flashlight.";
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I_FLASHLIGHT = "You picked up a Flashlight.";
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I_DETECTOR = "You got the Motion Detector.";
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I_DETECTOR = "You got the Motion Detector.";
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I_SCUBA = "You picked up the SCUBA Gear.";
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I_SCUBA = "You picked up the SCUBA Gear.";
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@ -175,6 +176,7 @@ T_HEALTH = "Health Pack";
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T_BANDAGES = "Bandages";
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T_BANDAGES = "Bandages";
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T_FRUIT = "Nali Healing Fruit";
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T_FRUIT = "Nali Healing Fruit";
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T_SHEALTH = "Super Health Pack";
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T_SHEALTH = "Super Health Pack";
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T_SEARCHLIGHT = "Searchlight";
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T_FLASHLIGHT = "Flashlight";
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T_FLASHLIGHT = "Flashlight";
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T_LFLARES = "Light Flare";
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T_LFLARES = "Light Flare";
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T_DFLARES = "Darkness Flare";
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T_DFLARES = "Darkness Flare";
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@ -373,6 +375,7 @@ I_HEALTH = "Has recogido un Paquete de Salud.";
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I_BANDAGES = "Has obtenido unos Vendajes.";
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I_BANDAGES = "Has obtenido unos Vendajes.";
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I_FRUIT = "Comiste una Fruta de Salud Nali.";
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I_FRUIT = "Comiste una Fruta de Salud Nali.";
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I_SHEALTH = "Has recogido el Paquete de Supersalud.";
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I_SHEALTH = "Has recogido el Paquete de Supersalud.";
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I_SEARCHLIGHT = "Has recogido el Faro.";
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I_FLASHLIGHT = "Has recogido una Linterna.";
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I_FLASHLIGHT = "Has recogido una Linterna.";
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I_DETECTOR = "Has obtenido el Detector de Movimiento.";
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I_DETECTOR = "Has obtenido el Detector de Movimiento.";
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I_SCUBA = "Has recogido el Kit de Buceo.";
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I_SCUBA = "Has recogido el Kit de Buceo.";
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@ -435,6 +438,7 @@ T_HEALTH = "Paquete de salud";
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T_BANDAGES = "Vendajes";
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T_BANDAGES = "Vendajes";
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T_FRUIT = "Fruta de Salud Nali";
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T_FRUIT = "Fruta de Salud Nali";
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T_SHEALTH = "paquete de Supersalud";
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T_SHEALTH = "paquete de Supersalud";
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T_SEARCHLIGHT = "Faro";
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T_FLASHLIGHT = "Linterna";
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T_FLASHLIGHT = "Linterna";
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T_LFLARES = "Bengala Luminosa";
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T_LFLARES = "Bengala Luminosa";
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T_DFLARES = "Bengala Oscura";
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T_DFLARES = "Bengala Oscura";
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42
sndinfo.txt
42
sndinfo.txt
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@ -178,14 +178,38 @@ stinger/explo3 stingex3
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$random stinger/explode { stinger/explo1 stinger/explo2 stinger/explo3 }
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$random stinger/explode { stinger/explo1 stinger/explo2 stinger/explo3 }
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$limit stinger/explode 16
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$limit stinger/explode 16
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flak/click click
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uflak/select pdown
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uflak/load hidraul2
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uflak/reload load1
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uflak/fire shot1
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uflak/altfire explode1
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uflak/click click
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eightball/fly brocket
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eightball/select selectin
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eightball/rotate barrelmv
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eightball/load loading
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eightball/fire ignite
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eightball/altfire eightalt
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eightball/seeklock seeklock
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eightball/seeklost seeklost
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eightball/fly brocket
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asmd/select tazersel
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asmd/fire tazefire
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asmd/altfire tazealtf
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asmd/hit expl03
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asmd/blast specexpl
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asmd/ball expla02
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asmd/vapour vapour
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asmd/vapour vapour
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ges/drip GelDrip
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ges/hit gelhit
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ges/select gelselec
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ges/fire gelshot
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ges/load GelLoad
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ges/load GelLoad
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ges/drip GelDrip
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ges/explode explg02
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$limit ges/hit 64
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$limit ges/explode 64
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dampener/on dampsnd
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dampener/on dampsnd
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dampener/off dampndea
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dampener/off dampndea
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@ -216,7 +240,7 @@ flare/explode explo1
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voice/activate voicesnd
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voice/activate voicesnd
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univis/toggle invisibl
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uinvis/toggle invisibl
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lite/pickup fshlite1
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lite/pickup fshlite1
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lite/off fshlite2
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lite/off fshlite2
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@ -229,11 +253,14 @@ automag/select cocking
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automag/fire shot
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automag/fire shot
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automag/click click
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automag/click click
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automag/reload reload
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automag/reload reload
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automag/casing shell2
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rifle/select riflesel
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rifle/fire riflesht
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rifle/fire riflesht
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rifle/scopeon rifllon
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rifle/scopeon rifllon
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rifle/scopeoff riflloff
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rifle/scopeoff riflloff
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umini/select minisel
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umini/wind windu2
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umini/wind windu2
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umini/fire regf1
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umini/fire regf1
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umini/altfire altf1
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umini/altfire altf1
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@ -275,6 +302,7 @@ peace/open peaceopn
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peace/fly brufly1
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peace/fly brufly1
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telehand/throw peacethr
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telehand/throw peacethr
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telehand/spark tdisrupt
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stun/select stunsel
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stun/select stunsel
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stun/charge stunchrg
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stun/charge stunchrg
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@ -359,3 +387,9 @@ sentry/movestop sentmove
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vfrag/bounce1 glasstk1
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vfrag/bounce1 glasstk1
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vfrag/bounce2 glasstk2
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vfrag/bounce2 glasstk2
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$random vfrag/bounce { vfrag/bounce1 vfrag/bounce2 }
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$random vfrag/bounce { vfrag/bounce1 vfrag/bounce2 }
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razorjack/select beam
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razorjack/fire stblade
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razorjack/hum razorhum
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razorjack/hit bladehit
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razorjack/flesh bladethk
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@ -391,8 +391,8 @@ Class ASMDBall : Actor
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r.angle = atan2(HitNormal.y,HitNormal.x);
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r.angle = atan2(HitNormal.y,HitNormal.x);
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r.pitch = asin(-HitNormal.z);
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r.pitch = asin(-HitNormal.z);
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r.scale *= 1.5;
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r.scale *= 1.5;
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_PlaySound("asmd/hit",CHAN_VOICE);
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A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_PlaySound("asmd/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5));
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
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A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15);
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A_AlertMonsters();
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A_AlertMonsters();
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int numpt = Random[ASMD](50,100);
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int numpt = Random[ASMD](50,100);
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@ -581,7 +581,7 @@ Class ASMDBeam : Actor
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let r = Spawn("ASMDBlastRing",b.pos);
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let r = Spawn("ASMDBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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A_PlaySound("asmd/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6);
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int numpt = Random[ASMD](200,300);
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int numpt = Random[ASMD](200,300);
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for ( int i=0; i<numpt; i++ )
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for ( int i=0; i<numpt; i++ )
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{
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{
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@ -649,7 +649,7 @@ Class ASMDBeam : Actor
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Spawn("ASMDBeamLight",pos);
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Spawn("ASMDBeamLight",pos);
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}
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}
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A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1);
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A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1);
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_PlaySound("asmd/hit",CHAN_VOICE);
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A_AlertMonsters();
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A_AlertMonsters();
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int numpt = Random[ASMD](20,50);
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int numpt = Random[ASMD](20,50);
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for ( int i=0; i<numpt; i++ )
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for ( int i=0; i<numpt; i++ )
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@ -681,7 +681,7 @@ Class ASMD : UnrealWeapon
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if ( !weap ) return;
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) 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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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("shock/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_PlaySound("asmd/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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invoker.FireEffect();
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invoker.FireEffect();
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A_Overlay(PSP_FLASH,"Flash");
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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_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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@ -712,7 +712,7 @@ Class ASMD : UnrealWeapon
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if ( !weap ) return;
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) 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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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound("shock/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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A_PlaySound("asmd/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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double mult = Amplifier.GetMult(self,80);
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double mult = Amplifier.GetMult(self,80);
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invoker.FireEffect();
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invoker.FireEffect();
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A_Overlay(PSP_FLASH,"Flash");
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A_Overlay(PSP_FLASH,"Flash");
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@ -744,7 +744,7 @@ Class ASMD : UnrealWeapon
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{
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{
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Tag "$T_ASMD";
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Tag "$T_ASMD";
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Inventory.PickupMessage "$I_ASMD";
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Inventory.PickupMessage "$I_ASMD";
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Weapon.UpSound "shock/select";
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Weapon.UpSound "asmd/select";
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Weapon.SlotNumber 4;
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Weapon.SlotNumber 4;
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Weapon.SelectionOrder 2000;
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Weapon.SelectionOrder 2000;
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Weapon.SlotPriority 1;
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Weapon.SlotPriority 1;
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@ -17,6 +17,10 @@ Class UClip : UMiniAmmo
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Class UCasing : UTCasing
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Class UCasing : UTCasing
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{
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{
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Default
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{
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BounceSound "automag/casing";
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}
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}
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}
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Class AutomagMag : EnforcerMag
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Class AutomagMag : EnforcerMag
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@ -1,8 +1,16 @@
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Class BCasing : UTCasing
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Class BCasing : UTCasing
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{
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{
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Default
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{
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BounceSound "automag/casing";
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}
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}
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}
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Class BCasing2 : UTCasing
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Class BCasing2 : UTCasing
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{
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{
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Default
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{
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BounceSound "automag/casing";
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}
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}
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}
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Class Betamag : UnrealWeapon
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Class Betamag : UnrealWeapon
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static const String BattleSounds[] =
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static const String BattleSounds[] =
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{
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{
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"automag/shot",
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"automag/shot",
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"utrl/explode",
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"eightball/explode",
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"automag/shot",
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"automag/shot",
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"automag/shot",
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"automag/shot",
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"flak/altfire",
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"uflak/altfire",
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"utrl/explode",
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"eightball/explode",
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"flak/fire",
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"uflak/fire",
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"shock/fire",
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"asmd/fire",
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"stinger/hit2",
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"stinger/hit2",
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"automag/shot"
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"automag/shot"
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};
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};
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@ -1215,6 +1215,7 @@ Class ForcefieldEffect : Actor
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+SOLID;
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+SOLID;
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+NODAMAGE;
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+NODAMAGE;
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+NOBLOOD;
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+NOBLOOD;
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+DONTGIB;
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Mass int.max;
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Mass int.max;
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Health int.max;
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Health int.max;
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Radius 15;
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Radius 15;
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@ -2115,6 +2116,8 @@ Class MinigunSentryBase : Actor
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+SHOOTABLE;
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+SHOOTABLE;
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+NOBLOOD;
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+NOBLOOD;
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+DONTTHRUST;
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+DONTTHRUST;
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+NOICEDEATH;
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+DONTGIB;
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}
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}
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override void PostBeginPlay()
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override void PostBeginPlay()
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{
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{
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@ -2409,6 +2412,8 @@ Class SentryGun : Actor
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+NOBLOOD;
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+NOBLOOD;
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+DONTTHRUST;
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+DONTTHRUST;
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+FRIENDLY;
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+FRIENDLY;
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+NOICEDEATH;
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+DONTGIB;
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}
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}
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override void PostBeginPlay()
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override void PostBeginPlay()
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{
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{
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@ -128,7 +128,7 @@ Class PeaceRocket : Actor
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UTMainHandler.DoBlast(self,200,70000);
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UTMainHandler.DoBlast(self,200,70000);
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A_Explode(100,200);
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A_Explode(100,200);
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A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:0.2);
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A_QuakeEx(3,3,3,8,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:0.2);
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A_PlaySound("utrl/explode",CHAN_VOICE);
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A_PlaySound("eightball/explode",CHAN_VOICE);
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A_AlertMonsters();
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A_AlertMonsters();
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Spawn("RocketExplLight",pos);
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Spawn("RocketExplLight",pos);
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int numpt = Random[Peace](15,30);
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int numpt = Random[Peace](15,30);
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@ -230,7 +230,7 @@ Class PeaceBarrel : Actor
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}
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}
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action void A_FireRocket( int n )
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action void A_FireRocket( int n )
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{
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{
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A_PlaySound("flak/altfire",CHAN_AUTO);
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A_PlaySound("uflak/altfire",CHAN_AUTO);
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A_AlertMonsters();
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A_AlertMonsters();
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Vector3 x, y, z;
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Vector3 x, y, z;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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@ -275,7 +275,7 @@ Class PeaceBarrel : Actor
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A_SetScale(bAMBUSH?1.8:1.2);
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A_SetScale(bAMBUSH?1.8:1.2);
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A_Explode(bAMBUSH?500:125,bAMBUSH?200:100);
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A_Explode(bAMBUSH?500:125,bAMBUSH?200:100);
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A_PlaySound("sentry/explode",CHAN_BODY,pitch:0.6);
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A_PlaySound("sentry/explode",CHAN_BODY,pitch:0.6);
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A_PlaySound("utrl/explode",CHAN_VOICE,pitch:0.8);
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A_PlaySound("eightball/explode",CHAN_VOICE,pitch:0.8);
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A_AlertMonsters();
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A_AlertMonsters();
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A_QuakeEx(4,4,4,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:0.2);
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A_QuakeEx(4,4,4,10,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:0.2);
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||||||
UTMainHandler.DoBlast(self,bAMBUSH?200:100,50000);
|
UTMainHandler.DoBlast(self,bAMBUSH?200:100,50000);
|
||||||
|
|
@ -356,7 +356,7 @@ Class PeaceBarrel : Actor
|
||||||
PEAM A 4 A_AlignSelf();
|
PEAM A 4 A_AlignSelf();
|
||||||
PEAM A 35
|
PEAM A 35
|
||||||
{
|
{
|
||||||
A_PlaySound((special1<=0)?"utrl/seeklost":"utrl/seeklock",CHAN_AUTO);
|
A_PlaySound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_AUTO);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
return A_JumpIf(--special1<0,1);
|
return A_JumpIf(--special1<0,1);
|
||||||
}
|
}
|
||||||
|
|
@ -384,14 +384,14 @@ Class PeaceBarrel : Actor
|
||||||
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
|
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
|
||||||
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
|
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
|
||||||
}
|
}
|
||||||
PEAM K 3 A_PlaySound("utrl/rotate",CHAN_AUTO,.1);
|
PEAM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
|
||||||
PEAM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
|
PEAM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
|
||||||
PEAM M 3;
|
PEAM M 3;
|
||||||
PEAM N 3 A_PlaySound("utrl/rotate",CHAN_AUTO,.1);
|
PEAM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
|
||||||
PEAM OPQ 3;
|
PEAM OPQ 3;
|
||||||
PEAM R 3 A_PlaySound("utrl/rotate",CHAN_AUTO,.1);
|
PEAM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
|
||||||
PEAM STU 3;
|
PEAM STU 3;
|
||||||
PEAM V 3 A_PlaySound("utrl/rotate",CHAN_AUTO,.1);
|
PEAM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
|
||||||
PEAM XYZ[\] 3;
|
PEAM XYZ[\] 3;
|
||||||
PEAM ] 35;
|
PEAM ] 35;
|
||||||
PEAM ] 0 A_FireRocket(0);
|
PEAM ] 0 A_FireRocket(0);
|
||||||
|
|
|
||||||
|
|
@ -58,9 +58,9 @@ Class RazorBlade : Actor
|
||||||
if ( special1 > 0 )
|
if ( special1 > 0 )
|
||||||
{
|
{
|
||||||
vel *= 1.+.06+special1;
|
vel *= 1.+.06+special1;
|
||||||
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
|
A_PlaySound("razorjack/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
|
||||||
}
|
}
|
||||||
else A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
|
else A_PlaySound("razorjack/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
|
||||||
Vector3 dir = vel.unit();
|
Vector3 dir = vel.unit();
|
||||||
A_SetAngle(atan2(dir.y,dir.x));
|
A_SetAngle(atan2(dir.y,dir.x));
|
||||||
A_SetPitch(asin(-dir.z));
|
A_SetPitch(asin(-dir.z));
|
||||||
|
|
@ -79,7 +79,7 @@ Class RazorBlade : Actor
|
||||||
if ( !target.bNOBLOOD )
|
if ( !target.bNOBLOOD )
|
||||||
{
|
{
|
||||||
target.SpawnBlood(pos,AngleTo(target),damage);
|
target.SpawnBlood(pos,AngleTo(target),damage);
|
||||||
A_PlaySound("ripper/flesh");
|
A_PlaySound("razorjack/flesh");
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
}
|
}
|
||||||
UTMainHandler.DoKnockback(target,vel.unit(),15000);
|
UTMainHandler.DoKnockback(target,vel.unit(),15000);
|
||||||
|
|
@ -120,7 +120,7 @@ Class RazorBlade : Actor
|
||||||
}
|
}
|
||||||
action void A_RazorHit()
|
action void A_RazorHit()
|
||||||
{
|
{
|
||||||
A_PlaySound("ripper/hit");
|
A_PlaySound("razorjack/hit");
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
A_SprayDecal("WallCrack",-20);
|
A_SprayDecal("WallCrack",-20);
|
||||||
int numpt = Random[Ripper](5,10);
|
int numpt = Random[Ripper](5,10);
|
||||||
|
|
@ -240,7 +240,7 @@ Class Razorjack : UnrealWeapon
|
||||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||||
if ( self is 'UTPlayer' )
|
if ( self is 'UTPlayer' )
|
||||||
UTPlayer(self).PlayAttacking3();
|
UTPlayer(self).PlayAttacking3();
|
||||||
A_PlaySound("ripper/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
|
A_PlaySound("razorjack/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
|
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
|
|
@ -269,7 +269,7 @@ Class Razorjack : UnrealWeapon
|
||||||
{
|
{
|
||||||
Tag "$T_RAZORJACK";
|
Tag "$T_RAZORJACK";
|
||||||
Inventory.PickupMessage "$I_RAZORJACK";
|
Inventory.PickupMessage "$I_RAZORJACK";
|
||||||
Weapon.UpSound "ripper/select";
|
Weapon.UpSound "razorjack/select";
|
||||||
Weapon.SlotNumber 7;
|
Weapon.SlotNumber 7;
|
||||||
Weapon.SelectionOrder 1500;
|
Weapon.SelectionOrder 1500;
|
||||||
Weapon.SlotPriority 1;
|
Weapon.SlotPriority 1;
|
||||||
|
|
|
||||||
|
|
@ -225,7 +225,7 @@ Class URifle : UnrealWeapon
|
||||||
Tag "$T_RIFLE";
|
Tag "$T_RIFLE";
|
||||||
Obituary "$O_SNIPER";
|
Obituary "$O_SNIPER";
|
||||||
Inventory.PickupMessage "$I_RIFLE";
|
Inventory.PickupMessage "$I_RIFLE";
|
||||||
Weapon.UpSound "sniper/select";
|
Weapon.UpSound "rifle/select";
|
||||||
Weapon.SlotNumber 9;
|
Weapon.SlotNumber 9;
|
||||||
Weapon.SelectionOrder 900;
|
Weapon.SelectionOrder 900;
|
||||||
Weapon.SlotPriority 1;
|
Weapon.SlotPriority 1;
|
||||||
|
|
|
||||||
|
|
@ -128,7 +128,7 @@ Class URocket : Actor
|
||||||
UTMainHandler.DoBlast(self,rad,80000);
|
UTMainHandler.DoBlast(self,rad,80000);
|
||||||
A_Explode(dmg,rad);
|
A_Explode(dmg,rad);
|
||||||
A_QuakeEx(3,3,3,8,0,rad+50,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad,rollIntensity:0.2);
|
A_QuakeEx(3,3,3,8,0,rad+50,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad,rollIntensity:0.2);
|
||||||
A_PlaySound("utrl/explode",CHAN_VOICE);
|
A_PlaySound("eightball/explode",CHAN_VOICE);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
Spawn("RocketExplLight",pos);
|
Spawn("RocketExplLight",pos);
|
||||||
int numpt = Random[Eightball](15,30);
|
int numpt = Random[Eightball](15,30);
|
||||||
|
|
@ -363,7 +363,7 @@ Class Eightball : UnrealWeapon
|
||||||
LockedOn = false;
|
LockedOn = false;
|
||||||
if ( Owner.player.ReadyWeapon == self )
|
if ( Owner.player.ReadyWeapon == self )
|
||||||
{
|
{
|
||||||
Owner.A_PlaySound("utrl/seeklost",CHAN_WEAPON,Dampener.Active(Owner)?.1:1.);
|
Owner.A_PlaySound("eightball/seeklost",CHAN_WEAPON,Dampener.Active(Owner)?.1:1.);
|
||||||
if ( !Dampener.Active(Owner) ) Owner.A_AlertMonsters();
|
if ( !Dampener.Active(Owner) ) Owner.A_AlertMonsters();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -405,12 +405,12 @@ Class Eightball : UnrealWeapon
|
||||||
invoker.special1 = 0;
|
invoker.special1 = 0;
|
||||||
if ( weap.bAltFire )
|
if ( weap.bAltFire )
|
||||||
{
|
{
|
||||||
A_PlaySound("utrl/altfire",CHAN_WEAPON,Dampener.Active(self)?.3:3.);
|
A_PlaySound("eightball/altfire",CHAN_WEAPON,Dampener.Active(self)?.3:3.);
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
A_PlaySound("utrl/fire",CHAN_WEAPON);
|
A_PlaySound("eightball/fire",CHAN_WEAPON);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
}
|
}
|
||||||
invoker.FireEffect();
|
invoker.FireEffect();
|
||||||
|
|
@ -481,7 +481,7 @@ Class Eightball : UnrealWeapon
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// lose lock-on
|
// lose lock-on
|
||||||
if ( invoker.LockedOn ) A_PlaySound("utrl/seeklost",CHAN_6);
|
if ( invoker.LockedOn ) A_PlaySound("eightball/seeklost",CHAN_6);
|
||||||
invoker.LockedTarget = null;
|
invoker.LockedTarget = null;
|
||||||
invoker.LockedOn = false;
|
invoker.LockedOn = false;
|
||||||
for ( int i=0; i<12; i++ )
|
for ( int i=0; i<12; i++ )
|
||||||
|
|
@ -518,12 +518,12 @@ Class Eightball : UnrealWeapon
|
||||||
}
|
}
|
||||||
if ( invoker.LockedTarget )
|
if ( invoker.LockedTarget )
|
||||||
{
|
{
|
||||||
A_PlaySound("utrl/seeklock",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
A_PlaySound("eightball/seeklock",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
}
|
}
|
||||||
else if ( invoker.LockedOn )
|
else if ( invoker.LockedOn )
|
||||||
{
|
{
|
||||||
A_PlaySound("utrl/seeklost",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
A_PlaySound("eightball/seeklost",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||||
}
|
}
|
||||||
if ( invoker.LockedTarget ) invoker.LockedOn = true;
|
if ( invoker.LockedTarget ) invoker.LockedOn = true;
|
||||||
|
|
@ -533,7 +533,7 @@ Class Eightball : UnrealWeapon
|
||||||
{
|
{
|
||||||
Tag "$T_EIGHTBALL";
|
Tag "$T_EIGHTBALL";
|
||||||
Inventory.PickupMessage "$I_EIGHTBALL";
|
Inventory.PickupMessage "$I_EIGHTBALL";
|
||||||
Weapon.UpSound "utrl/select";
|
Weapon.UpSound "eightball/select";
|
||||||
Weapon.SlotNumber 5;
|
Weapon.SlotNumber 5;
|
||||||
Weapon.SelectionOrder 1000;
|
Weapon.SelectionOrder 1000;
|
||||||
Weapon.SlotPriority 1;
|
Weapon.SlotPriority 1;
|
||||||
|
|
@ -560,9 +560,9 @@ Class Eightball : UnrealWeapon
|
||||||
Goto Idle+1;
|
Goto Idle+1;
|
||||||
Ready2:
|
Ready2:
|
||||||
EBLS O 0 A_CheckReload();
|
EBLS O 0 A_CheckReload();
|
||||||
EBLL A 0 A_PlaySound("utrl/load",CHAN_6,Dampener.Active(self)?.1:1.);
|
EBLL A 0 A_PlaySound("eightball/load",CHAN_6,Dampener.Active(self)?.1:1.);
|
||||||
EBLL ABCDEFGHIJK 1 A_WeaponReady(WRF_NOFIRE);
|
EBLL ABCDEFGHIJK 1 A_WeaponReady(WRF_NOFIRE);
|
||||||
EBLL L 0 A_PlaySound("utrl/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
|
EBLL L 0 A_PlaySound("eightball/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
|
||||||
EBLL LMNOPQRSTUVWXYZ[ 1 A_WeaponReady(WRF_NOFIRE);
|
EBLL LMNOPQRSTUVWXYZ[ 1 A_WeaponReady(WRF_NOFIRE);
|
||||||
EBLL Z 0; // force no tweening
|
EBLL Z 0; // force no tweening
|
||||||
EBLI A 0;
|
EBLI A 0;
|
||||||
|
|
@ -595,7 +595,7 @@ Class Eightball : UnrealWeapon
|
||||||
#### # 5
|
#### # 5
|
||||||
{
|
{
|
||||||
A_Overlay(-9999,"Null");
|
A_Overlay(-9999,"Null");
|
||||||
A_PlaySound("utrl/load",CHAN_WEAPON,Dampener.Active(self)?.03:.3);
|
A_PlaySound("eightball/load",CHAN_WEAPON,Dampener.Active(self)?.03:.3);
|
||||||
if ( invoker.bSingleRocket = !invoker.bSingleRocket )
|
if ( invoker.bSingleRocket = !invoker.bSingleRocket )
|
||||||
A_Print(StringTable.Localize("$M_SINGLEROCKETON"));
|
A_Print(StringTable.Localize("$M_SINGLEROCKETON"));
|
||||||
else A_Print(StringTable.Localize("$M_SINGLEROCKETOFF"));
|
else A_Print(StringTable.Localize("$M_SINGLEROCKETOFF"));
|
||||||
|
|
@ -621,10 +621,10 @@ Class Eightball : UnrealWeapon
|
||||||
Goto Release;
|
Goto Release;
|
||||||
Loading:
|
Loading:
|
||||||
EBLI A 0;
|
EBLI A 0;
|
||||||
EBLL A 0 A_PlaySound("utrl/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
EBLL A 0 A_PlaySound("eightball/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||||
EBLL ABCDEFGHIJK 1;
|
EBLL ABCDEFGHIJK 1;
|
||||||
EBLL L 0 A_LoadRocket();
|
EBLL L 0 A_LoadRocket();
|
||||||
EBLL L 0 A_PlaySound("utrl/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
|
EBLL L 0 A_PlaySound("eightball/rotate",CHAN_ITEM,Dampener.Active(self)?.01:.1);
|
||||||
EBLL LMNOPQRSTUVWXYZ[ 1;
|
EBLL LMNOPQRSTUVWXYZ[ 1;
|
||||||
EBLL Z 0;
|
EBLL Z 0;
|
||||||
EBLI A 0;
|
EBLI A 0;
|
||||||
|
|
|
||||||
|
|
@ -121,7 +121,7 @@ Class UFlakSlug : FlakSlug
|
||||||
UTMainHandler.DoBlast(self,120,75000);
|
UTMainHandler.DoBlast(self,120,75000);
|
||||||
A_Explode(70,120);
|
A_Explode(70,120);
|
||||||
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
|
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
|
||||||
A_PlaySound("flak/explode",CHAN_VOICE);
|
A_PlaySound("uflak/explode",CHAN_VOICE);
|
||||||
A_AlertMonsters();
|
A_AlertMonsters();
|
||||||
if ( !Tracer ) Spawn("SlugSmoke",pos);
|
if ( !Tracer ) Spawn("SlugSmoke",pos);
|
||||||
Spawn("SlugLight",pos);
|
Spawn("SlugLight",pos);
|
||||||
|
|
@ -184,8 +184,8 @@ Class UFlakCannon : UnrealWeapon
|
||||||
{
|
{
|
||||||
action void A_Loading( bool first = false )
|
action void A_Loading( bool first = false )
|
||||||
{
|
{
|
||||||
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||||
else A_PlaySound("flak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
|
else A_PlaySound("uflak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
|
||||||
}
|
}
|
||||||
action void A_FireChunks()
|
action void A_FireChunks()
|
||||||
{
|
{
|
||||||
|
|
@ -193,7 +193,7 @@ Class UFlakCannon : UnrealWeapon
|
||||||
if ( !weap ) return;
|
if ( !weap ) return;
|
||||||
if ( weap.Ammo1.Amount <= 0 ) return;
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||||
A_PlaySound("flak/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
|
A_PlaySound("uflak/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
|
||||||
A_Overlay(PSP_FLASH,"Flash");
|
A_Overlay(PSP_FLASH,"Flash");
|
||||||
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
|
|
@ -252,7 +252,7 @@ Class UFlakCannon : UnrealWeapon
|
||||||
if ( !weap ) return;
|
if ( !weap ) return;
|
||||||
if ( weap.Ammo1.Amount <= 0 ) return;
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||||
A_PlaySound("flak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
|
A_PlaySound("uflak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
|
||||||
A_Overlay(PSP_FLASH,"Flash");
|
A_Overlay(PSP_FLASH,"Flash");
|
||||||
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
|
||||||
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
|
||||||
|
|
@ -292,7 +292,7 @@ Class UFlakCannon : UnrealWeapon
|
||||||
{
|
{
|
||||||
Tag "$T_FLAKCANNON";
|
Tag "$T_FLAKCANNON";
|
||||||
Inventory.PickupMessage "$I_FLAKCANNON";
|
Inventory.PickupMessage "$I_FLAKCANNON";
|
||||||
Weapon.UpSound "flak/select";
|
Weapon.UpSound "uflak/select";
|
||||||
Weapon.SlotNumber 6;
|
Weapon.SlotNumber 6;
|
||||||
Weapon.SelectionOrder 1100;
|
Weapon.SelectionOrder 1100;
|
||||||
Weapon.SlotPriority 1;
|
Weapon.SlotPriority 1;
|
||||||
|
|
@ -342,7 +342,7 @@ Class UFlakCannon : UnrealWeapon
|
||||||
FLKF A 1 A_FireChunks();
|
FLKF A 1 A_FireChunks();
|
||||||
FLKF BCDEFGHI 1;
|
FLKF BCDEFGHI 1;
|
||||||
FLKF J 5;
|
FLKF J 5;
|
||||||
FLKE A 1 A_PlaySound("flak/click",CHAN_6,Dampener.Active(self)?.05:.5);
|
FLKE A 1 A_PlaySound("uflak/click",CHAN_6,Dampener.Active(self)?.05:.5);
|
||||||
FLKE BCDEFGHIJKLMN 1;
|
FLKE BCDEFGHIJKLMN 1;
|
||||||
FLKE S 4
|
FLKE S 4
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -151,7 +151,7 @@ Class UMinigun : UnrealWeapon
|
||||||
{
|
{
|
||||||
Tag "$T_MINIGUN";
|
Tag "$T_MINIGUN";
|
||||||
Inventory.PickupMessage "$I_MINIGUN";
|
Inventory.PickupMessage "$I_MINIGUN";
|
||||||
Weapon.UpSound "minigun/select";
|
Weapon.UpSound "umini/select";
|
||||||
Weapon.SlotNumber 0;
|
Weapon.SlotNumber 0;
|
||||||
Weapon.SelectionOrder 500;
|
Weapon.SelectionOrder 500;
|
||||||
Weapon.SlotPriority 1;
|
Weapon.SlotPriority 1;
|
||||||
|
|
|
||||||
|
|
@ -18,7 +18,7 @@ Class UInvisibility : UnrealInventory
|
||||||
bActive = !bActive;
|
bActive = !bActive;
|
||||||
if ( bActive )
|
if ( bActive )
|
||||||
{
|
{
|
||||||
Owner.A_PlaySound("invis/pickup",CHAN_ITEM);
|
Owner.A_PlaySound("uinvis/toggle",CHAN_ITEM);
|
||||||
Owner.GiveInventory("PowerUInvisibility",1);
|
Owner.GiveInventory("PowerUInvisibility",1);
|
||||||
}
|
}
|
||||||
else Owner.TakeInventory("PowerUInvisibility",1);
|
else Owner.TakeInventory("PowerUInvisibility",1);
|
||||||
|
|
|
||||||
|
|
@ -70,7 +70,7 @@ Class UTranslocatorModule : Actor
|
||||||
Super.Tick();
|
Super.Tick();
|
||||||
if ( bAMBUSH && !Random[Transloc](0,40) )
|
if ( bAMBUSH && !Random[Transloc](0,40) )
|
||||||
{
|
{
|
||||||
A_PlaySound("transloc/spark");
|
A_PlaySound("telehand/spark");
|
||||||
int numpt = Random[Transloc](20,40);
|
int numpt = Random[Transloc](20,40);
|
||||||
for ( int i=0; i<numpt; i++ )
|
for ( int i=0; i<numpt; i++ )
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue