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Улучшение звуков #10

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32 changes: 31 additions & 1 deletion SNDINFO
Original file line number Diff line number Diff line change
Expand Up @@ -151,14 +151,44 @@ HODSONG sounds/HODSONG

// === Weapons ===
weapon/gas sounds/GAS
weapon/axe/hit sounds/AXEBLOOD
// weapon/axe/hit sounds/AXEBLOOD
weapon/axe/miss sounds/AXEMISS
weapon/axe/block sounds/AXEBLOCK
weapon/axe/wall sounds/weapons/axe/wall.ogg
weapon/axe/hit1 sounds/weapons/axe/hit1.ogg
weapon/axe/hit2 sounds/weapons/axe/hit2.ogg
weapon/axe/hit3 sounds/weapons/axe/hit3.ogg
weapon/axe/hit4 sounds/weapons/axe/hit4.ogg
weapon/axe/hit5 sounds/weapons/axe/hit5.ogg
weapon/axe/hit6 sounds/weapons/axe/hit6.ogg
$random weapon/axe/hit {
weapon/axe/hit1
weapon/axe/hit2
weapon/axe/hit3
weapon/axe/hit4
weapon/axe/hit5
weapon/axe/hit6
}

weapon/axe/swing1 sounds/weapons/axe/swing1.ogg
weapon/axe/swing2 sounds/weapons/axe/swing2.ogg
weapon/axe/swing3 sounds/weapons/axe/swing3.ogg
$random weapon/axe/swing {
weapon/axe/swing1
weapon/axe/swing2
weapon/axe/swing3
}

weapon/fireext/loop sounds/FIREELOP
weapon/fireext/stop sounds/FIREESTP
weapon/fireext/pick sounds/WTF

weapon/pistol/fire sounds/weapons/pistol/fire.ogg

weapon/chaingun/fire sounds/weapons/chaingun/fire.ogg

weapon/ssg/fire sounds/weapons/ssg/fire.ogg

// === Player ===
player/taunt sounds/TAUNT
player/levelup sounds/LEVELUP
Expand Down
5 changes: 3 additions & 2 deletions actors/DRPGWeapons.dec
Original file line number Diff line number Diff line change
Expand Up @@ -22,8 +22,9 @@ Actor DRRPAxe_DecorateSummoner 10557 {
}

Actor DRRPAxePuff : BulletPuff {
SeeSound "DSBLUD03"
AttackSound "ROCK"
SeeSound "weapon/axe/hit" // On actor hit
AttackSound "weapon/axe/wall" // On wall hit
ActiveSound "" // On miss
}

Actor DRRPFireExt_DecorateSummoner 10556 {
Expand Down
Binary file added sounds/weapons/axe/hit1.ogg
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Binary file added sounds/weapons/axe/hit2.ogg
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Binary file added sounds/weapons/axe/hit3.ogg
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Binary file added sounds/weapons/axe/hit4.ogg
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Binary file added sounds/weapons/axe/hit5.ogg
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Binary file added sounds/weapons/axe/hit6.ogg
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Binary file added sounds/weapons/axe/swing1.ogg
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Binary file added sounds/weapons/axe/swing2.ogg
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Binary file added sounds/weapons/axe/swing3.ogg
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Binary file added sounds/weapons/axe/wall.ogg
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Binary file added sounds/weapons/chaingun/fire.ogg
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Binary file added sounds/weapons/pistol/fire.ogg
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Binary file added sounds/weapons/ssg/fire.ogg
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14 changes: 8 additions & 6 deletions zscript/weapons.zsc
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,9 @@ class DRRPAxe: Weapon {
AXEF A 1 A_Lower;
Loop;
Fire:
AXEF BCD 3;
AXEF B 3;
AXEF C 3 A_PlaySound("weapon/axe/swing", CHAN_WEAPON);
AXEF D 3;
AXEF D 2 A_CustomPunch(CallACS("getRPGAttackDamage", 3, 12), TRUE, 0, "DRRPAxePuff", 80, 0, 0, "ArmorBonus");
AXEF E 4;
Goto Ready;
Expand Down Expand Up @@ -197,7 +199,7 @@ class DRRPPistol: Pistol replaces Pistol {
Fire:
PISG A 4;
PISG B 0 A_FireBullets(5.6, 0, 1, CallACS("getRPGAttackDamage", 5, 7), "BulletPuff", FBF_NORANDOM + FBF_USEAMMO);
PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON);
PISG B 0 A_PlaySound("weapon/pistol/fire", CHAN_WEAPON);
PISG B 1 {
A_GunFlash();
A_ZoomFactor(FRandom(0.995, 0.999), ZOOM_INSTANT);
Expand Down Expand Up @@ -303,7 +305,7 @@ class DRRPSuperShotgun : SuperShotgun replaces SuperShotgun {
Fire:
SHT2 A 0 A_FireBullets( 11.2, 7.1, 4, CallACS("getRPGAttackDamage", 2, 4), "BulletPuff", FBF_NORANDOM );
SHT2 A 1 A_FireBullets( 11.2, 7.1, 16, CallACS("getRPGAttackDamage", 1, 3), "BulletPuff", FBF_NORANDOM + FBF_USEAMMO );
SHT2 A 0 A_PlaySound( "weapons/sshotf" );
SHT2 A 0 A_PlaySound( "weapon/ssg/fire" );
SHT2 A 2 A_GunFlash;
SHT2 A 4;
SHT2 A 3 A_CheckReload;
Expand Down Expand Up @@ -336,7 +338,7 @@ class DRRPSuperShotgun : SuperShotgun replaces SuperShotgun {
A_SetAngle(Angle + FRandom(-1.6, 1.6));
}
SHT2 I 1 Bright A_SetPitch(Pitch - FRandom(-0.45, 1.5));
SHTF A 0 A_ZoomFactor(FRandom(0.92, 0.95));
SHTF A 0 A_ZoomFactor(FRandom(0.90, 0.93));
SHT2 I 1 Bright A_SetPitch(Pitch - FRandom(-0.4, 0.8));
SHTF A 0 A_SetAngle(Angle + FRandom(-0.4, 0.4));
SHT2 I 1 Bright A_SetPitch(Pitch - FRandom(-0.3, 0.6));
Expand All @@ -360,11 +362,11 @@ class DRRPChaingun: Chaingun replaces Chaingun {

States {
Fire:
CHGG A 0 A_PlaySound("weapons/chngun", CHAN_WEAPON);
CHGG A 0 A_PlaySound("weapon/chaingun/fire", CHAN_WEAPON);
CHGG A 0 A_GunFlash;
CHGG A 2 A_FireBullets(5.6, 0, 1, CallACS("getRPGAttackDamage", 5, 6), "BulletPuff", FBF_NORANDOM + FBF_USEAMMO);
CHGG B 2;
CHGG C 0 A_PlaySound("weapons/chngun", CHAN_WEAPON);
CHGG C 0 A_PlaySound("weapon/chaingun/fire", CHAN_WEAPON);
CHGG C 0 A_GunFlash("Flash2");
CHGG C 2 A_FireBullets(5.6, 0, -1, CallACS("getRPGAttackDamage", 4, 7), "BulletPuff", FBF_NORANDOM + FBF_USEAMMO);
CHGG D 2;
Expand Down