Explodium Gun / Candy Gun sound overhaul.

This commit is contained in:
Mari the Deer 2021-08-11 17:46:12 +02:00
commit 19c0c462ac
20 changed files with 42 additions and 41 deletions

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r593 \cu(Wed 11 Aug 14:21:18 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r593 \cu(2021-08-11 14:21:18)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r594 \cu(Wed 11 Aug 17:46:12 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r594 \cu(2021-08-11 17:46:12)\c-";

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@ -485,6 +485,7 @@ $random explodium/mag { explodium/mag1 explodium/mag2 explodium/mag3 }
explodium/maghit1 sounds/explodiumgun/expl_maghit1.ogg
explodium/maghit2 sounds/explodiumgun/expl_maghit2.ogg
$random explodium/maghit { explodium/maghit1 explodium/maghit2 }
explodium/magget sounds/explodiumgun/expl_magget.ogg
explodium/magin sounds/explodiumgun/expl_magin.ogg
explodium/magout sounds/explodiumgun/expl_magout.ogg
explodium/magpin sounds/explodiumgun/expl_magpin.ogg
@ -492,6 +493,7 @@ explodium/select sounds/explodiumgun/expl_select.ogg
explodium/deselect sounds/explodiumgun/expl_deselect.ogg
explodium/slideback sounds/explodiumgun/expl_slideback.ogg
explodium/slideforward sounds/explodiumgun/expl_slideforward.ogg
explodium/slidelock sounds/explodiumgun/expl_slidelock.ogg
explodium/speen sounds/explodiumgun/expl_speen.ogg
explodium/throwmag sounds/explodiumgun/expl_throwmag.ogg
$limit explodium/hit 32

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@ -638,6 +638,7 @@ Class mkGibber : Actor
int delay;
color shadecol;
Class<Actor> gibtype; // allow custom gib types (will be used for monster pack)
bool psnd;
Property GibType: gibtype;
@ -715,7 +716,11 @@ Class mkGibber : Actor
delay--;
return;
}
A_StartSound("misc/gibber");
if ( !psnd )
{
A_StartSound("misc/gibber",CHAN_VOICE,CHANF_OVERLAP);
psnd = true;
}
BurstGibs();
if ( reactiontime <= 0 )
Destroy();

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@ -388,7 +388,7 @@ Class ExplodiumGun : SWWMWeapon
A_Overlay(layer,"Casing");
}
XZWA M 1;
XZWA N 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
XZWA N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWA OPQR 1;
XZWA S 2;
Goto ReloadLast;
@ -396,8 +396,7 @@ Class ExplodiumGun : SWWMWeapon
XZW9 X 1 A_PlayerReload();
XZW9 Z 1;
XZWA XYZ 1;
XZWB ABC 1;
XZWB D 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWB ABCD 1;
XZWB E 1 { invoker.clipcount = 0; }
XZWB F 1;
XZWB G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -438,8 +437,7 @@ Class ExplodiumGun : SWWMWeapon
XZW5 NO 2;
XZW5 P 1 A_StartSound("explodium/magpin",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 QRSTUVWXYZ 1;
XZW6 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW6 B 1;
XZW6 AB 1;
XZW6 C 1
{
A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -454,7 +452,11 @@ Class ExplodiumGun : SWWMWeapon
XZW6 EFGHIJKLMNOPRS 1;
XZW6 T 1 A_ThrowMag();
XZW6 UV 2;
XZW6 W 2 A_PlayerReload();
XZW6 W 2
{
A_PlayerReload();
A_StartSound("explodium/magget",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW6 XY 2;
XZW6 Z 4;
Goto ReloadEnd;
@ -467,7 +469,7 @@ Class ExplodiumGun : SWWMWeapon
return ResolveState(null);
}
XZW2 TUVWXYZ 1;
XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 A 1;
XZW3 B 1 { invoker.clipcount = 0; }
XZW3 C 1;
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -476,9 +478,7 @@ Class ExplodiumGun : SWWMWeapon
Goto ReloadEnd;
ReloadEmpty:
XZW2 A 1;
XZW3 JKLMNOP 1;
XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 RS 1;
XZW3 JKLMNOPQRS 1;
XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 UVWX 1;
XZW3 Y 1 A_DropMag();
@ -495,7 +495,7 @@ Class ExplodiumGun : SWWMWeapon
Slide:
XZW2 A 1;
XZW4 WXY 1;
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 BC 1;
XZW5 D 1 { invoker.chambered = true; invoker.clipcount--; }
XZW5 EFG 1;
@ -866,7 +866,7 @@ Class DualExplodiumGun : SWWMWeapon
A_Overlay(layer,"Casing");
}
XZWI M 1;
XZWI N 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
XZWI N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWI OPQR 1;
XZWI S 2;
Goto WaitLast;
@ -887,8 +887,7 @@ Class DualExplodiumGun : SWWMWeapon
}
XZWI V 1 A_PlayerReload();
XZWI WXYZ 1;
XZWJ ABC 1;
XZWJ D 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWJ ABCD 1;
XZWJ E 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
XZWJ F 1;
XZWJ G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -940,7 +939,7 @@ Class DualExplodiumGun : SWWMWeapon
A_Overlay(layer,"Casing");
}
XZWK S 1;
XZWK T 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
XZWK T 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWK UVWX 1;
XZWK Y 2;
Goto LeftWaitLast;
@ -950,8 +949,7 @@ Class DualExplodiumGun : SWWMWeapon
LeftReloadLast:
XZWK Z 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
XZWK Z 1 A_PlayerReload();
XZWL ABCDEFG 1;
XZWL H 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWL ABCDEFGH 1;
XZWL I 1 { invoker.clipcount = 0; }
XZWL J 1;
XZWL K 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -1051,7 +1049,7 @@ Class DualExplodiumGun : SWWMWeapon
return ResolveState(null);
}
XZW2 TUVWXYZ 1;
XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 A 1;
XZW3 B 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
XZW3 C 1;
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -1060,9 +1058,7 @@ Class DualExplodiumGun : SWWMWeapon
Goto ReloadEnd;
ReloadEmpty:
XZW2 A 1;
XZW3 JKLMNOP 1;
XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 RS 1;
XZW3 JKLMNOPQRS 1;
XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 UVWX 1;
XZW3 Y 1 A_DropMag();
@ -1098,7 +1094,7 @@ Class DualExplodiumGun : SWWMWeapon
Slide:
XZW2 A 1;
XZW4 WXY 1;
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 BC 1;
XZW5 D 1
{
@ -1131,7 +1127,7 @@ Class DualExplodiumGun : SWWMWeapon
return ResolveState(null);
}
XZWB TUVWXYZ 1;
XZWC A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWC A 1;
XZWC B 1 { invoker.clipcount = 0; }
XZWC C 1;
XZWC D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -1140,9 +1136,7 @@ Class DualExplodiumGun : SWWMWeapon
Goto LeftReloadEnd;
LeftReloadEmpty:
XZWB A 1;
XZWC JKLMNOP 1;
XZWC Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWC RS 1;
XZWC JKLMNOPQRS 1;
XZWC T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWC UVWX 1;
XZWC Y 1 A_DropMag(-1);
@ -1178,7 +1172,7 @@ Class DualExplodiumGun : SWWMWeapon
LeftSlide:
XZWB A 1;
XZWD WXY 1;
XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZWE BC 1;
XZWE D 1
{

View file

@ -427,7 +427,7 @@ Class CandyGun : SWWMWeapon
A_Overlay(layer,"Casing");
}
XZWC M 1;
XZWC N 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP,.6,pitch:1.5);
XZWC N 1 A_StartSound("explodium/slidelock",CHAN_WEAPON,CHANF_OVERLAP);
XZWC OPQR 1;
XZWC S 2;
Goto ReadyLast;
@ -435,8 +435,7 @@ Class CandyGun : SWWMWeapon
XZW9 X 1 A_PlayerReload();
XZW9 Z 1;
XZWC XYZ 1;
XZWD ABC 1;
XZWD D 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWD ABCD 1;
XZWD E 1 { invoker.clipcount = 0; }
XZWD F 1;
XZWD G 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -500,8 +499,7 @@ Class CandyGun : SWWMWeapon
player.SetPSprite(PSP_WEAPON,ResolveState("SpecialFire"));
}
XZW5 STUVWXYZ 1;
XZW6 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW6 B 1;
XZW6 AB 1;
XZW6 C 1
{
A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -516,7 +514,11 @@ Class CandyGun : SWWMWeapon
XZW6 EFGHIJKLMNOPRS 1;
XZW6 T 1 A_ThrowMag();
XZW6 UV 2;
XZW6 W 2 A_PlayerReload();
XZW6 W 2
{
A_PlayerReload();
A_StartSound("explodium/magget",CHAN_WEAPON,CHANF_OVERLAP);
}
XZW6 XY 2;
XZW6 Z 4;
Goto ReloadEnd;
@ -560,7 +562,7 @@ Class CandyGun : SWWMWeapon
return ResolveState(null);
}
XZW2 TUVWXYZ 1;
XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 A 1;
XZW3 B 1 A_EmptyMag();
XZW3 C 1;
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
@ -569,9 +571,7 @@ Class CandyGun : SWWMWeapon
Goto ReloadEnd;
ReloadEmpty:
XZW2 A 1;
XZW3 JKLMNOP 1;
XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 RS 1;
XZW3 JKLMNOPQRS 1;
XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 UVWX 1;
XZW3 Y 1 A_DropMag();
@ -605,7 +605,7 @@ Class CandyGun : SWWMWeapon
Slide:
XZW2 A 1;
XZW4 WXY 1;
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 BC 1;
XZW5 D 1 { invoker.chambered = true; invoker.clipcount--; }
XZW5 EFG 1;