Corvus shoot SFX
This commit is contained in:
@@ -168,7 +168,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
|
||||
float baseX = this.x, baseY = this.y;
|
||||
boolean delay = weapon.firstShotDelay + weapon.shotDelay > 0f;
|
||||
|
||||
(delay ? weapon.chargeSound : weapon.shootSound).at(x, y, Mathf.random(0.8f, 1.0f));
|
||||
(delay ? weapon.chargeSound : weapon.shootSound).at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
|
||||
|
||||
BulletType ammo = weapon.bullet;
|
||||
float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(x, y, aimX, aimY) / ammo.range()) : 1f;
|
||||
@@ -195,7 +195,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
|
||||
vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
|
||||
Effect.shake(weapon.shake, weapon.shake, x, y);
|
||||
mount.heat = 1f;
|
||||
weapon.shootSound.at(x, y, Mathf.random(0.8f, 1.0f));
|
||||
weapon.shootSound.at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
|
||||
});
|
||||
}else{
|
||||
vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
|
||||
|
||||
Reference in New Issue
Block a user