Added specific hit sounds for some weapons.
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bfcad3c445
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16 changed files with 24 additions and 12 deletions
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@ -1926,7 +1926,7 @@ Class Hellblazer : SWWMWeapon
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XZWQ KLM 2;
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XZWQ N 2 A_Parry(9);
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XZWQ OP 1;
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XZWQ Q 1 A_Melee(75);
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XZWQ Q 1 A_Melee(75,"demolitionist/whitl");
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XZWQ RSTUV 2;
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XZWQ W 2 A_StartSound("hellblazer/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZWQ XYZ 2;
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@ -3048,7 +3048,8 @@ Class SWWMHDoomHandler : StaticEventHandler
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override void UiTick()
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{
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if ( (gamestate == GS_LEVEL) && detected )
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if ( !detected ) return;
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if ( gamestate == GS_LEVEL )
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{
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if ( timer == 50 )
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{
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@ -915,7 +915,7 @@ Class Eviscerator : SWWMWeapon
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XZW9 AB 1;
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XZW9 C 1 A_Parry(9);
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XZW9 D 1;
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XZW9 E 2 A_Melee(60);
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XZW9 E 2 A_Melee(60,"demolitionist/whitm");
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XZW9 FGH 2;
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XZW9 I 2 A_StartSound("eviscerator/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW9 JKL 2;
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@ -926,7 +926,7 @@ Class Eviscerator : SWWMWeapon
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XZWA QRS 1;
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XZWA T 1 A_Parry(9);
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XZWA U 1;
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XZWA V 2 A_Melee(60);
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XZWA V 2 A_Melee(60,"demolitionist/whitm");
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XZWA WXY 2;
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XZWA Z 2 A_StartSound("eviscerator/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZWB ABC 2;
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@ -477,7 +477,7 @@ Class DeepImpact : SWWMWeapon
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XZW4 I 2;
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XZW4 J 1 A_Parry(9);
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XZW4 KLM 1;
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XZW4 N 4 A_Melee(60);
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XZW4 N 4 A_Melee(60,"demolitionist/whits");
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XZW4 O 3 { invoker.PlayUpSound(self); }
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XZW4 PQRSTUV 2;
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Goto Ready;
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@ -997,7 +997,7 @@ Class SWWMWeapon : Weapon abstract
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if ( !FindInventory("ParryDamageChecker") )
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GiveInventory("ParryDamageChecker",1); // need this so parried projectiles deal extra damage
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}
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private action bool TryMelee( double angle, int dmg )
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private action bool TryMelee( double angle, int dmg, String hitsound = "" )
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{
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,1.5*DEFMELEERANGE,t,0.,ALF_CHECK3D);
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@ -1048,13 +1048,13 @@ Class SWWMWeapon : Weapon abstract
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}
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A_QuakeEx(quakin/2,quakin/2,quakin/2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06*quakin);
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if ( raging ) A_StartSound(bloodless?"pusher/althit":"pusher/altmeat",CHAN_WEAPON,CHANF_OVERLAP);
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else A_StartSound(bloodless?"demolitionist/punch":"demolitionist/punchf",CHAN_WEAPON,CHANF_OVERLAP);
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else A_StartSound((hitsound!="")?hitsound:bloodless?"demolitionist/punch":"demolitionist/punchf",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters(300);
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return true;
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}
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return false;
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}
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action void A_Melee( int dmg = 40 )
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action void A_Melee( int dmg = 40, String hitsound = "" )
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{
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// temporarily disable parry field so we can trace through
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if ( invoker.pfield ) invoker.pfield.bSHOOTABLE = false;
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@ -1087,7 +1087,7 @@ Class SWWMWeapon : Weapon abstract
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int maxang = raging?18:12;
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for ( int i=0; i<maxang; i++ )
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{
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if ( TryMelee(angle+i*(45./16),dmg) || TryMelee(angle-i*(45./16),dmg) )
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if ( TryMelee(angle+i*(45./16),dmg,hitsound) || TryMelee(angle-i*(45./16),dmg,hitsound) )
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{
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if ( invoker.pfield ) invoker.pfield.bSHOOTABLE = true;
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return;
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@ -1128,7 +1128,7 @@ Class SWWMWeapon : Weapon abstract
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}
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int quakin = raging?4:1;
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A_QuakeEx(quakin,quakin,quakin,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12*quakin);
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A_StartSound(raging?"pusher/althit":"demolitionist/punch",CHAN_WEAPON,CHANF_OVERLAP);
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A_StartSound(raging?"pusher/althit":(hitsound!="")?hitsound:"demolitionist/punch",CHAN_WEAPON,CHANF_OVERLAP);
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A_AlertMonsters(100);
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if ( raging ) raging.DoHitFX();
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}
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@ -630,7 +630,7 @@ Class PusherWeapon : SWWMWeapon
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XZW5 ABC 2;
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XZW5 D 1 A_Parry(9);
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XZW5 EFGH 1;
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XZW5 I 0 A_Melee(70);
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XZW5 I 0 A_Melee(70,"demolitionist/whitl");
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XZW5 IJ 2;
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XZW5 K 2 { invoker.PlayUpSound(self); }
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XZW5 LM 2;
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@ -1675,7 +1675,7 @@ Class Sparkster : SWWMWeapon
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XZW4 EFG 2;
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XZW4 H 1 A_Parry(9);
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XZW4 IJ 1;
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XZW4 K 2 A_Melee(60);
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XZW4 K 2 A_Melee(60,"demolitionist/whitm");
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XZW4 LMNOPQ 2;
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XZW4 R 2 A_StartSound("biospark/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW4 STUVWX 2;
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