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Various new sounds
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parent
11773a5991
commit
cc693f97b6
10 changed files with 11 additions and 4 deletions
BIN
core/assets/sounds/beamPlasma.ogg
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core/assets/sounds/beamPlasma.ogg
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core/assets/sounds/beamPlasmaFire.ogg
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core/assets/sounds/beamPlasmaFire.ogg
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core/assets/sounds/beamPlasmaFireSmall.ogg
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core/assets/sounds/beamPlasmaFireSmall.ogg
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core/assets/sounds/beamPlasmaSmall.ogg
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core/assets/sounds/beamPlasmaSmall.ogg
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core/assets/sounds/shock.ogg
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core/assets/sounds/shock.ogg
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@ -18,7 +18,8 @@ public class SoundPriority{
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2f,
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2f,
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laserbig,
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laserbig,
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beam,
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beam,
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laserbeam
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laserbeam,
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beamPlasma
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);
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);
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//priority 1.5: big weapon sounds, not loops
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//priority 1.5: big weapon sounds, not loops
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@ -388,7 +388,7 @@ public class UnitTypes{
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ejectEffect = Fx.none;
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ejectEffect = Fx.none;
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recoil = 2.5f;
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recoil = 2.5f;
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shootSound = Sounds.spark;
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shootSound = Sounds.shock;
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bullet = new LightningBulletType(){{
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bullet = new LightningBulletType(){{
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lightningColor = hitColor = Pal.heal;
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lightningColor = hitColor = Pal.heal;
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@ -499,7 +499,8 @@ public class UnitTypes{
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reload = 155f;
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reload = 155f;
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recoil = 0f;
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recoil = 0f;
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chargeSound = Sounds.lasercharge2;
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chargeSound = Sounds.lasercharge2;
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shootSound = Sounds.beam;
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shootSound = Sounds.beamPlasma;
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initialShootSound = Sounds.beamPlasmaFire;
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continuous = true;
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continuous = true;
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cooldownTime = 200f;
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cooldownTime = 200f;
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@ -2249,7 +2250,8 @@ public class UnitTypes{
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rotateSpeed = 3.5f;
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rotateSpeed = 3.5f;
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reload = 170f;
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reload = 170f;
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recoil = 1f;
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recoil = 1f;
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shootSound = Sounds.beam;
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shootSound = Sounds.beamPlasmaSmall;
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initialShootSound = Sounds.beamPlasmaFireSmall;
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continuous = true;
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continuous = true;
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cooldownTime = reload;
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cooldownTime = reload;
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immunities.add(StatusEffects.burning);
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immunities.add(StatusEffects.burning);
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@ -130,6 +130,8 @@ public class Weapon implements Cloneable{
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public Sound shootSound = Sounds.pew;
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public Sound shootSound = Sounds.pew;
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/** volume of the shoot sound */
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/** volume of the shoot sound */
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public float shootSoundVolume = 1f;
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public float shootSoundVolume = 1f;
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/** sound used when this weapon first fires; for continuous weapons only */
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public Sound initialShootSound = Sounds.none;
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/** sound used for weapons that have a delay */
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/** sound used for weapons that have a delay */
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public Sound chargeSound = Sounds.none;
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public Sound chargeSound = Sounds.none;
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/** sound played when there is nothing to shoot */
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/** sound played when there is nothing to shoot */
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@ -501,6 +503,8 @@ public class Weapon implements Cloneable{
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if(!continuous){
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if(!continuous){
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shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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}else{
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initialShootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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}
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}
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ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
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ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
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