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changed some sounds, courtesy of torridGristle - added tipboxes - nicer font on the cmenu

Alison Watson 5 years ago
parent
commit
08a1526070

+ 1
- 1
CREDITS.txt View File

@@ -2,4 +2,4 @@ Credits:
2 2
 	JoeyTD for the silencer sprites
3 3
 	Bloax for the pistol customization sprite
4 4
 	Kyle873 for some ACS functions
5
-	torridGristle for the silenced shot sound
5
+	torridGristle for all of the sounds

+ 9
- 4
pk7/DECORATE.dec View File

@@ -20,12 +20,16 @@ actor CWeapon : Weapon
20 20
 actor dummy : Inventory {Inventory.MaxAmount 1}
21 21
 actor mod : dummy {Inventory.MaxAmount 2}
22 22
 
23
+//DEBUG
24
+/*actor vddbgx : dummy {Inventory.MaxAmount 320}
25
+actor vddbgy : dummy {Inventory.MaxAmount 200}*/
26
+
23 27
 /* TO - DO:
24 28
  * Bayonet
25 29
  * Explosive ammo
26
- * Better silencer for the shotgun
27 30
  * "ACOG" scope
28
- * Make the laser sight alert monsters, give it a trail, and make it toggle
31
+ * Make the laser sight alert monsters and make it toggle
32
+ * Sawed off shotgun
29 33
  */
30 34
 // Attachments
31 35
 actor Laz : dummy {}
@@ -104,7 +108,8 @@ actor LaserPointer : BulletPuff
104 108
 	States
105 109
 	{
106 110
 	Spawn:
107
-		LAZR A 1 NoDelay
108
-		Stop
111
+		LAZR A 1 NoDelay BRIGHT A_SetScale(ScaleX-0.2)
112
+		LAZR A 1 BRIGHT A_FadeOut(0.1)
113
+		Loop
109 114
 	}
110 115
 }

+ 3
- 1
pk7/SNDINFO.txt View File

@@ -1,5 +1,7 @@
1 1
 weapons/silpistol	DSSPISFR
2 2
 weapons/pistolupg	DSPISUP
3 3
 
4
-weapons/shogupg		DSSHGCOK
4
+weapons/silshotgun	DSSHGSFR
5
+weapons/shogupg		DSSHGCK1
6
+weapons/shogupg2	DSSHGCK2
5 7
 weapons/shotty		DSSHOGFR

+ 13
- 4
pk7/acs/CWAtchMenu.h View File

@@ -12,6 +12,7 @@ script "CW_MENUOPEN" (int arg1)
12 12
 	 * 46 - active attachment 3
13 13
 	 * 68 - how to use text
14 14
 	 * 71 - c-menu
15
+	 * 72 - attachment tipbox
15 16
 	 */
16 17
 	
17 18
 	SetHudSize(320,200,0);
@@ -42,6 +43,10 @@ script "CW_MENUOPEN" (int arg1)
42 43
 			SprPrint("CMENU3", 44, CMenuX-1.0, CMenuY-30.0);
43 44
 		if(CheckInventory("PistolLaz"))
44 45
 			SprPrint("CMENU3", 45, CMenuX-1.0, CMenuY-23.0);
46
+		
47
+		switch(CheckInventory("CMenuNext")) {
48
+		case 0: SprPrint("CMTRGTIP", 72, 306.0, 167.0); break;
49
+		case 1: SprPrint("CMLAZTIP", 72, 306.0, 167.0); break;}
45 50
 	break;
46 51
 	
47 52
 	case 2: // SHOTGUN
@@ -62,14 +67,18 @@ script "CW_MENUOPEN" (int arg1)
62 67
 			SprPrint("CMENU3", 45, CMenuX-1.0, CMenuY-23.0);
63 68
 		if(CheckInventory("ShotgunPump"))
64 69
 			SprPrint("CMENU3", 46, CMenuX-1.0, CMenuY-16.0);
70
+		
71
+		switch(CheckInventory("CMenuNext")) {
72
+		case 0: SprPrint("CMTRGTIP", 72, 306.0, 167.0); break;
73
+		case 1: SprPrint("CMLAZTIP", 72, 306.0, 167.0); break;
74
+		case 2: SprPrint("CMPMPTIP", 72, 306.0, 167.0); break;}
65 75
 	break;
66 76
 	}
67 77
 	
68
-	int CMenu2Y = CMenuY - (30.0 - (7.0 * CheckInventory("CMenuNext")));
69
-	SprPrint("CMENU2", 30, CMenuX-1.0, CMenu2Y);
78
+	SprPrint("CMENU2", 30, CMenuX-1.0, CMenuY-(30.0-(7.0*CheckInventory("CMenuNext"))));
70 79
 	SprPrint("CMENU1", 71, CMenuX, CMenuY);
71 80
 	delay(1);
72
-	for(int i = 30; i < 71; i++)
81
+	for(int i = 30; i < 73; i++)
73 82
 		ClearMsg(i);
74 83
 	restart;
75 84
 }
@@ -77,6 +86,6 @@ script "CW_MENUOPEN" (int arg1)
77 86
 script "CW_MENUCLOSE" (void)
78 87
 {
79 88
 	ACS_NamedTerminate("CW_MENUOPEN",0);
80
-	for(int i = 30; i < 72; i++)
89
+	for(int i = 30; i < 73; i++)
81 90
 		ClearMsg(i);
82 91
 }

+ 3
- 3
pk7/acs/CWLaser.h View File

@@ -4,9 +4,9 @@ script "CW_LASER" ENTER
4 4
 {
5 5
 	if((CheckInventory("PistolLaz") && CheckWeapon("CPistol")) || (CheckInventory("ShotgunLaz") && CheckWeapon("CShotgun")))
6 6
 	{
7
-		int a = GetActorAngle(0);
8
-		int p = GetActorPitch(0);
9
-		LineAttack(0, a, p, 0, "LaserPointer", "NoDam", INT_MAX, FHF_NORANDOMPUFFZ);
7
+		int ang = GetActorAngle(0);
8
+		int pit = GetActorPitch(0);
9
+		LineAttack(0, ang, pit, 0, "LaserPointer", "NoDam", INT_MAX, FHF_NORANDOMPUFFZ);
10 10
 	}
11 11
 	delay(1);
12 12
 	restart;

BIN
pk7/acs/CWMain.o View File


+ 2
- 0
pk7/actors/CPistol.dec View File

@@ -141,6 +141,7 @@ actor CPistolCMenu : Weapon
141 141
 		loop
142 142
 	
143 143
 	Deselect:
144
+		TNT1 A 0 A_Print("This shouldn't be printed. Please report this.")
144 145
 		TNT1 A 0 A_GiveInventory("DNS")
145 146
 		TNT1 A 0 A_JumpIfInventory("PistolSil",1,1)
146 147
 		goto DeselectLoop
@@ -159,6 +160,7 @@ actor CPistolCMenu : Weapon
159 160
 		wait
160 161
 	Zoom:
161 162
 		TNT1 "#" 0 A_TakeInventory("CMenu")
163
+		TNT1 "#" 0 A_TakeInventory("CMenuNext",0x7fffffff)
162 164
 		TNT1 "#" 0 ACS_NamedExecute("CW_MENUCLOSE",0)
163 165
 		TNT1 "#" 0 A_Lower
164 166
 		PISC "#" 1 A_Lower

+ 8
- 2
pk7/actors/CShotgun.dec View File

@@ -52,6 +52,7 @@ actor CShotgun : CWeapon replaces Shotgun
52 52
 		SHTG B 5
53 53
 		TNT1 A 0 A_PlaySound("weapons/shogupg",5)
54 54
 		SHTG CD 9 A_SetTics(CallACS("CW_GETVAL",GV_SHTP1))
55
+		TNT1 A 0 A_PlaySound("weapons/shogupg2",5)
55 56
 		SHTG CB 5
56 57
 		SHTG A 3
57 58
 		SHTG A 7 A_Refire
@@ -59,11 +60,15 @@ actor CShotgun : CWeapon replaces Shotgun
59 60
 	SilFire:
60 61
 		SHTS A 9 A_SetTics(CallACS("CW_GETVAL",GV_PSTF1))
61 62
 		TNT1 A 0 A_GunFlash
62
-		TNT1 A 0 A_PlaySound("weapons/silpistol",1)
63
-		SHTS A 7 BRIGHT A_FireBullets(5.6,0,7,4,"BulletPuff")
63
+		TNT1 A 0 A_PlaySound("weapons/silshotgun",1)
64
+		SHTS A 2 BRIGHT Offset(0,34) A_FireBullets(5.6,0,7,4,"BulletPuff")
65
+		SHTS A 2 Offset(0,36)
66
+		SHTS A 2 Offset(0,34)
67
+		SHTS A 1 Offset(0,33)
64 68
 		SHTS B 5
65 69
 		TNT1 A 0 A_PlaySound("weapons/shogupg",5)
66 70
 		SHTS CD 9 A_SetTics(CallACS("CW_GETVAL",GV_SHTP1))
71
+		TNT1 A 0 A_PlaySound("weapons/shogupg2",5)
67 72
 		SHTS CB 5
68 73
 		SHTS A 3
69 74
 		SHTS A 7 A_Refire
@@ -174,6 +179,7 @@ actor CShotgunCMenu : Weapon
174 179
 		wait
175 180
 	Zoom:
176 181
 		TNT1 "#" 0 A_TakeInventory("CMenu")
182
+		TNT1 "#" 0 A_TakeInventory("CMenuNext",0x7fffffff)
177 183
 		TNT1 "#" 0 ACS_NamedExecute("CW_MENUCLOSE",0)
178 184
 		TNT1 "#" 0 A_Lower
179 185
 		SHTC "#" 1 A_Lower

BIN
pk7/graphics/CMENULAZ.png View File


BIN
pk7/graphics/CMENUPMP.png View File


BIN
pk7/graphics/CMENUTRG.png View File


BIN
pk7/graphics/CMLAZTIP.png View File


BIN
pk7/graphics/CMPMPTIP.png View File


BIN
pk7/graphics/CMTRGTIP.png View File


BIN
pk7/sounds/DSSHGCK1.flac View File


BIN
pk7/sounds/DSSHGCK2.flac View File


BIN
pk7/sounds/DSSHGCOK.flac View File


BIN
pk7/sounds/DSSHGSFR.flac View File


BIN
pk7/sounds/DSSHOGFR.flac View File


BIN
pk7/sounds/DSSPISFR.flac View File


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