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add an upsound to the burst rifle

master
Alison Watson 2 months ago
parent
commit
c6285e7765
4 changed files with 4 additions and 1 deletions
  1. BIN
      pk7/lsounds/WeaponsA/BurstRifle/Draw
  2. +2
    -1
      pk7/lzscript/5_Assassin/4_BurstRifle.zsc
  3. +1
    -0
      pk7/sndinfo.txt
  4. +1
    -0
      text/sound/weapons.a.txt

BIN
pk7/lsounds/WeaponsA/BurstRifle/Draw View File


+ 2
- 1
pk7/lzscript/5_Assassin/4_BurstRifle.zsc View File

@@ -15,6 +15,7 @@ default {
Tag "$LITH_INFO_SHORT_BurstRifle";
Weapon.SlotNumber 4;
Weapon.SlotPriority 1;
Weapon.UpSound "weapons/burstrif/draw";
}

double m_lessen;
@@ -25,7 +26,7 @@ action(Weapon) void Lith_A_FireBurstRifle() {
A_GunFlash();
Lith_FireBullets(2, 1, -1, int(50 / invoker.m_lessen), FBF_NORANDOM);
Lith_A_GunSmokeSmall();
Lith_A_RecoilUp(1.5);
Lith_A_RecoilUp(0.75);
A_StartSound("weapons/burstrif/fire", lch_weapon, pitch: p);
A_FireProjectile("Lith_LightProjectileRedShort", 0);
invoker.m_lessen += 0.43;


+ 1
- 0
pk7/sndinfo.txt View File

@@ -491,6 +491,7 @@ weapons/burstrif/fire1 lsounds/WeaponsA/BurstRifle/Fire
weapons/burstrif/fire2 lsounds/WeaponsA/BurstRifle/Fire2
weapons/burstrif/fire3 lsounds/WeaponsA/BurstRifle/Fire3
weapons/burstrif/bolt lsounds/WeaponsA/BurstRifle/Bolt
weapons/burstrif/draw lsounds/WeaponsA/BurstRifle/Draw
$random weapons/burstrif/fire { weapons/burstrif/fire1 weapons/burstrif/fire2 weapons/burstrif/fire3 }
weapons/dualpistols/firel lsounds/WeaponsA/DualPistols/FireL
weapons/dualpistols/firer lsounds/WeaponsA/DualPistols/FireR


+ 1
- 0
text/sound/weapons.a.txt View File

@@ -13,6 +13,7 @@ weapons {
fire2 Fire2 # //
fire3 Fire3 # //
bolt Bolt # ???
draw Draw # ???
$random fire {fire1, fire2, fire3,}
}



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