More compiler optimisations, cleaned menu, ammo and armor only display if not NULL.
This commit is contained in:
parent
44fdec28c6
commit
28f7d24bb8
3 changed files with 16 additions and 427 deletions
2
Makefile
2
Makefile
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@ -37,7 +37,7 @@ BUILD_RELEASE_DIR=.release
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CC=gcc -m32
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BASE_CFLAGS=-Dstricmp=strcasecmp -Wunused -I./include/
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RELEASE_CFLAGS=$(BASE_CFLAGS) -O2 -funroll-loops -ffast-math
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RELEASE_CFLAGS=$(BASE_CFLAGS) -O2 -funroll-loops -ffast-math -fomit-frame-pointer -funsigned-char -fno-strength-reduce
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DEBUG_CFLAGS=$(BASE_CFLAGS) -g
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LDFLAGS=-lm -ldl
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XLDFLAGS=-L/usr/X11R6/lib -lX11 -lXext -lXxf86dga
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437
engine/menu.c
437
engine/menu.c
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@ -85,17 +85,6 @@ void M_LanConfig_Key (int key);
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void M_GameOptions_Key (int key);
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void M_Search_Key (int key);
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void M_ServerList_Key (int key);
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void Preset_Q101(void);
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void Preset_Q107(void);
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void Preset_Q64(void);
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void Preset_GLQ(void);
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void Preset_D(void);
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void Preset_U(void);
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void Preset_Xtreem(void);
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void Preset_Lei(void);
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void Preset_Crap(void);
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qboolean m_entersound; // play after drawing a frame, so caching
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// won't disrupt the sound
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qboolean m_recursiveDraw;
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@ -319,17 +308,9 @@ extern cvar_t *vid_stretch_by_2;
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#define MENU_FLAMEHACK 233
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#define MENU_FLARES 234
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#define MENU_SHADING 235
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#define MENU_PRESET_OPTIONS 236
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#define MENU_HUD_OPTIONS 237
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#define MENU_PRESET_Q101 238
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#define MENU_PRESET_Q107 239
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#define MENU_PRESET_GLQ 240
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#define MENU_PRESET_Q64 241
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#define MENU_PRESET_D 242
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#define MENU_PRESET_U 243
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#define MENU_PRESET_XTREEM 244
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#define MENU_PRESET_LEI 245
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#define MENU_PRESET_CRAP 246
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#define MENU_DEATHCAM 247
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#define MENU_ASPECT 248
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@ -365,7 +346,7 @@ menu_definition_t m_menu_options[] =
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{MENU_BROKEN_OPTIONS, MENU_SELECTABLE},
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#endif
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{MENU_VIDEO_RESOLUTION, MENU_SELECTABLE},
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{MENU_PRESET_OPTIONS, MENU_SELECTABLE},
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//{MENU_HUD_OPTIONS, MENU_SELECTABLE}, // completely unfinished
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{MENU_AUTOSAVER, MENU_SELECTABLE},
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@ -502,15 +483,7 @@ menu_definition_t m_menu_quality_options[] =
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menu_definition_t m_menu_preset_options[] =
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{ // Video Options
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{MENU_OPTIONS, MENU_OPTIONS}, // this is the ESC key function and title
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{MENU_PRESET_Q101, MENU_SELECTABLE},
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{MENU_PRESET_Q107, MENU_SELECTABLE},
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{MENU_PRESET_GLQ, MENU_SELECTABLE},
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{MENU_PRESET_Q64, MENU_SELECTABLE},
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{MENU_PRESET_D, MENU_SELECTABLE},
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{MENU_PRESET_U, MENU_SELECTABLE},
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{MENU_PRESET_XTREEM, MENU_SELECTABLE},
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{MENU_PRESET_LEI, MENU_SELECTABLE},
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{MENU_PRESET_CRAP, MENU_SELECTABLE},
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{0, 0}, // end of submenu
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};
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@ -1879,17 +1852,11 @@ void M_DrawCheckboxAspect (int x, int y, int on)
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void M_DrawCheckboxVirtual (int x, int y, int on)
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{
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if (on == 1)
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M_Print (x, y, "crap");
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else if (on == 2)
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M_Print (x, y, "low");
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else if (on == 3)
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M_Print (x, y, "320x400");
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else if (on == 4)
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M_Print (x, y, "360x480");
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else if (on == 5)
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M_Print (x, y, "640x400");
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else if (on == 2)
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M_Print (x, y, "medium");
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else
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M_Print (x, y, "normal");
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M_Print (x, y, "high");
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}
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@ -1898,26 +1865,13 @@ void M_DrawCheckboxCLight (int x, int y, int on)
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if (on == 1)
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M_Print (x, y, "low");
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else if (on == 2)
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M_Print (x, y, "high");
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M_Print (x, y, "medium");
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else if (on == 3)
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M_Print (x, y, "ultra(dither)");
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M_Print (x, y, "high");
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else
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M_Print (x, y, "off");
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}
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void M_DrawCheckboxTexFilter (int x, int y, int on)
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{
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if (on == 1)
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M_Print (x, y, "kernel");
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else if (on == 2)
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M_Print (x, y, "bilinear");
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else if (on == 3)
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M_Print (x, y, "error diffusion");
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else
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M_Print (x, y, "nearest");
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}
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void M_DrawCheckboxBobmodel (int x, int y, int on)
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{
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if (on == 1)
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@ -1944,7 +1898,6 @@ void M_DrawCheckboxBobmodel (int x, int y, int on)
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M_Print (x, y, "thrust");
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}
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void M_DrawCheckboxDetail (int x, int y, int on)
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{
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if (on == 1)
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@ -1952,7 +1905,7 @@ void M_DrawCheckboxDetail (int x, int y, int on)
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else if (on == 2)
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M_Print (x, y, "low");
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else if (on == 3)
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M_Print (x, y, "crap");
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M_Print (x, y, "lowest");
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else
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M_Print (x, y, "high");
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}
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@ -2011,44 +1964,6 @@ int M_DrawFunction (menu_definition_t *menu_definition, int y)
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y += 8;
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break;
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case MENU_PRESET_Q101:
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M_Print (16, y, " Feel: Quake 1.01");
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y += 8;
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break;
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case MENU_PRESET_Q107:
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M_Print (16, y, " Feel: Quake 1.07");
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y += 8;
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break;
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case MENU_PRESET_GLQ:
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M_Print (16, y, " Feel: GLQuake");
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y += 8;
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break;
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case MENU_PRESET_Q64:
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M_Print (16, y, " Feel: Quake64");
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y += 8;
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break;
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case MENU_PRESET_D:
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M_Print (16, y, " Feel: damn");
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y += 8;
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break;
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case MENU_PRESET_U:
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M_Print (16, y, " Feel: fake ");
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y += 8;
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break;
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case MENU_PRESET_XTREEM:
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M_Print (16, y, " Feel: XTREEM!!!!");
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y += 8;
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break;
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case MENU_PRESET_LEI:
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M_Print (16, y, " Feel: My choice");
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y += 8;
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break;
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case MENU_PRESET_CRAP:
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M_Print (16, y, " Feel: Crap");
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y += 8;
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break;
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case MENU_VIDEO_RESOLUTION:
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M_Print (16, y, " Video Resolution");
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y += 8;
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@ -2151,19 +2066,19 @@ int M_DrawFunction (menu_definition_t *menu_definition, int y)
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break;
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case MENU_EXTERNAL_ENT:
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M_Print (16, y, " Entity data (.ENT)");
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M_Print (16, y, " Entity data");
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M_DrawCheckbox (220, y, external_ent->value);
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y += 8;
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break;
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case MENU_EXTERNAL_VIS:
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M_Print (16, y, "Visibility data (.VIS)");
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M_Print (16, y, " Visibility data");
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M_DrawCheckbox (220, y, external_vis->value);
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y += 8;
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break;
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case MENU_EXTERNAL_LIT:
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M_Print (16, y, " Colored Light (.LIT)");
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M_Print (16, y, " Colored Light");
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M_DrawCheckbox (220, y, external_lit->value);
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y += 8;
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break;
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@ -2266,10 +2181,6 @@ int M_DrawFunction (menu_definition_t *menu_definition, int y)
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M_Print (16, y, " Quality options");
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y += 8;
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break;
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case MENU_PRESET_OPTIONS:
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M_Print (16, y, " Presets");
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y += 8;
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break;
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case MENU_HUD_OPTIONS:
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M_Print (16, y, " HUD options");
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y += 8;
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@ -2825,25 +2736,6 @@ void M_ExecFunction (menu_definition_t *menu_definition, int key)
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}
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break;
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case MENU_PRESET_Q101:
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if (key == K_ENTER){Preset_Q101(); m_changesound = true;}break;
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case MENU_PRESET_Q107:
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if (key == K_ENTER){Preset_Q107(); m_changesound = true;}break;
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case MENU_PRESET_GLQ:
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if (key == K_ENTER){Preset_GLQ(); m_changesound = true;}break;
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case MENU_PRESET_Q64:
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if (key == K_ENTER){Preset_Q64(); m_changesound = true;}break;
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case MENU_PRESET_D:
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if (key == K_ENTER){Preset_D(); m_changesound = true;}break;
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case MENU_PRESET_U:
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if (key == K_ENTER){Preset_U(); m_changesound = true;}break;
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case MENU_PRESET_XTREEM:
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if (key == K_ENTER){Preset_Xtreem(); m_changesound = true;}break;
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case MENU_PRESET_LEI:
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if (key == K_ENTER){Preset_Lei(); m_changesound = true;}break;
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case MENU_PRESET_CRAP:
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if (key == K_ENTER){Preset_Crap(); m_changesound = true;}break;
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case MENU_VIDEO_RESOLUTION:
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if (key == K_ENTER || key == K_JOY1|| key == K_ESCAPE)
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{
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@ -3206,14 +3098,6 @@ void M_ExecFunction (menu_definition_t *menu_definition, int key)
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}
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break;
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case MENU_PRESET_OPTIONS:
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if (key == K_ENTER || key == K_JOY1 || key == K_ESCAPE)
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{
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current_menu = m_menu_preset_options;
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current_cursor = &preset_options_cursor;
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m_entersound = true;
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}
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break;
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case MENU_HUD_OPTIONS:
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if (key == K_ENTER || key == K_JOY1 || key == K_ESCAPE)
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{
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@ -5767,301 +5651,6 @@ extern cvar_t *cl_bobmodel_up;
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extern cvar_t *cl_bobmodel_speed;
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extern cvar_t *cl_bob;
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void Preset_Q101 (void) // Quake 1.01
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{
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Cvar_Set(cl_bobmodel, "0"); // thrust
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Cvar_Set(cl_bobmodel_side, "0.3");
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Cvar_Set(cl_bobmodel_up, "0.15");
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Cvar_Set(cl_bob, "0.02");
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Cvar_Set(cl_bobmodel_speed, "7");
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Cvar_Set(cl_leanmodel, "0");
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Cvar_Set(cl_followmodel, "0");
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Cvar_Set(cl_bobfall, "0");
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Cvar_Set(cl_gundraw, "0");
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Cvar_Set(r_shading, "1"); // uniform normal shading
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Cvar_Set(r_menucolor, "1"); // brown menu
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Cvar_Set(s_pitchin, "0"); // normal sound pitch
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Cvar_Set(s_oldspatial, "1"); // long distance spatial
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Cvar_Set(r_flares, "0"); // don't flares
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Cvar_Set(r_particleset, "0"); // normal particles
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Cvar_Set(r_particletrans, "0"); // don't have blend particles
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Cvar_Set(r_particleblood, "0"); // don't use new blood
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Cvar_Set(r_coloredlights, "0"); // don't have colored lightin
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Cvar_Set(r_filter, "0"); // don't filter textures
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Cvar_Set(r_muzzlehack, "0"); // don't hack the muzzleflash
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Cvar_Set(r_lerpmodels, "0"); // don't interpolate
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Cvar_Set(r_particlespray, "0"); // don't spray particles
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Cvar_Set(r_shadowhack, "0"); // don't model shadows
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Cvar_Set(r_shadedither, "0"); // don't dither
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Cvar_Set(cl_sbar, "1"); // use old status bar
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Cvar_Set(d_mipdetail, "0"); // normal detail
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Cvar_Set(s_underwater, "0"); // don't sound pitch in water
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Cvar_Set(r_wateralpha, "1"); // don't blend water
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Cvar_Set(r_waterquality, "0"); // don't do water fx
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Cvar_Set(r_depthoffield, "0"); // and the depth of field
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Cvar_Set(r_lowworld, "0");
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Cvar_Set(r_dynamic, "1");
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Cvar_Set(r_shinygrays, "0"); // don't shine
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Cvar_Set(cl_diecam, "0");
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Cvar_Set(s_gibs, "0");
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Cvar_Set(s_playerdeath, "0");
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Cvar_Set(s_blood, "0");
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fullbrights = 32; // use the standard colormap fullbrights
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overbrights = 1; // normal overbrights
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GrabColorMap(); // regenerate colormap
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}
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void Preset_Q107 (void) // Quake 1.07
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{
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Preset_Q101(); // old preset, but...
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Cvar_Set(r_menucolor, "15"); // dotty menu
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Cvar_Set(s_oldspatial, "0"); // short distance spatial
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}
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void Preset_GLQ (void) // GLQuake
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{
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Preset_Q101(); // old preset, but...
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Cvar_Set(r_filter, "1"); // filter textures
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Cvar_Set(r_particleset, "1"); // glquake particleset (if available)
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Cvar_Set(r_menucolor, "16"); // alpha blend black menu
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Cvar_Set(r_dynamic, "0"); // we don't have flashblend yet :(
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Cvar_Set(v_gamma, "1"); // glquake doesn't do gamma lol
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// Cvar_Set(v_intensity, "0");
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// Cvar_Set(contrast, "0");
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fullbrights = 0; // no fullbrights
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overbrights = 0; // no overbrights
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GrabColorMap(); // regenerate colormap
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}
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void Preset_Q64 (void)
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{
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Preset_Q101(); // old preset, but...
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Cvar_Set(r_filter, "2"); // filter textures slantedly
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Cvar_Set(r_particleset, "1"); // glquake particleset (if available)
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Cvar_Set(r_menucolor, "16"); // alpha blend black menu
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Cvar_Set(d_mipdetail, "64"); // low detail because n64 sucks
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Cvar_Set(r_coloredlights, "1");
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Cvar_Set(r_dynamic, "0"); // we don't have flashblend yet :(
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Cvar_Set(r_shading, "0"); // simple shading
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fullbrights = 0; // no fullbrights
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overbrights = 0; // no overbrights
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GrabColorMap(); // regenerate colormap
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}
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void Preset_U (void) // U
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{
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Cvar_Set(cl_bobmodel, "3"); // fig 8
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Cvar_Set(cl_leanmodel, "0");
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Cvar_Set(cl_followmodel, "0");
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Cvar_Set(cl_bobmodel_side, "0.3");
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Cvar_Set(cl_bobmodel_up, "0.15");
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Cvar_Set(cl_bobmodel_speed, "7");
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Cvar_Set(r_lowworld, "0");
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Cvar_Set(r_depthoffield, "0"); // and the depth of field
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Cvar_Set(r_shading, "2"); // point shading
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Cvar_Set(r_menucolor, "16");
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Cvar_Set(s_pitchin, "1.4"); // normal sound pitch
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Cvar_Set(s_oldspatial, "1"); // long distance spatial
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Cvar_Set(r_flares, "2"); // don't flares
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Cvar_Set(r_particleset, "2"); // normal particles
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Cvar_Set(r_particletrans, "1"); // don't have blend particles
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Cvar_Set(r_particleblood, "0"); // don't use new blood
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Cvar_Set(r_coloredlights, "2"); // don't have colored lightin
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Cvar_Set(r_filter, "1"); // don't filter textures
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Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash
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Cvar_Set(r_lerpmodels, "1"); // don't interpolate
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Cvar_Set(r_particlespray, "0"); // don't spray particles
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Cvar_Set(r_shadowhack, "0"); // don't model shadows
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Cvar_Set(r_shadedither, "1"); // don't dither
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Cvar_Set(cl_sbar, "0"); // use old status bar
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Cvar_Set(d_mipdetail, "0"); // normal detail
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Cvar_Set(s_underwater, "0"); // don't sound pitch in water
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Cvar_Set(r_wateralpha, "0.6"); // don't blend water
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Cvar_Set(r_waterquality, "0"); // don't do water fx
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Cvar_Set(r_dynamic, "1");
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Cvar_Set(cl_diecam, "3");
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Cvar_Set(s_gibs, "0");
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Cvar_Set(s_playerdeath, "1");
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Cvar_Set(s_blood, "0");
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fullbrights = 32; // use the standard colormap fullbrights
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overbrights = 1; // normal overbrights
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GrabColorMap(); // regenerate colormap
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}
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void Preset_Lei (void)
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{
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Cvar_Set(cl_bobmodel, "3"); // fig 8
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Cvar_Set(cl_leanmodel, "1");
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Cvar_Set(cl_followmodel, "1");
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Cvar_Set(cl_bobfall, "1");
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Cvar_Set(cl_gundraw, "1");
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Cvar_Set(cl_bobmodel_side, "0.3");
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Cvar_Set(cl_bobmodel_up, "0.15");
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Cvar_Set(cl_bobmodel_speed, "7");
|
||||
Cvar_Set(r_depthoffield, "0"); // and the depth of field
|
||||
Cvar_Set(r_shading, "2"); // point shading
|
||||
Cvar_Set(r_menucolor, "0");
|
||||
Cvar_Set(s_pitchin, "2"); // normal sound pitch
|
||||
Cvar_Set(s_oldspatial, "1"); // long distance spatial
|
||||
Cvar_Set(r_flares, "2"); // don't flares
|
||||
Cvar_Set(r_particleset, "2"); // normal particles
|
||||
Cvar_Set(r_particletrans, "1"); // don't have blend particles
|
||||
Cvar_Set(r_particleblood, "9"); // don't use new blood
|
||||
Cvar_Set(r_coloredlights, "2"); // don't have colored lightin
|
||||
Cvar_Set(r_filter, "0"); // don't filter textures
|
||||
Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash
|
||||
Cvar_Set(r_lerpmodels, "1"); // interpolate
|
||||
Cvar_Set(r_particlespray, "0"); // don't spray particles
|
||||
Cvar_Set(r_shadowhack, "1"); // don't model shadows
|
||||
Cvar_Set(r_shadedither, "1"); // don't dither
|
||||
Cvar_Set(cl_sbar, "1"); // use old status bar
|
||||
Cvar_Set(d_mipdetail, "0"); // normal detail
|
||||
Cvar_Set(s_underwater, "1"); // don't sound pitch in water
|
||||
Cvar_Set(r_wateralpha, "0.3"); // don't blend water
|
||||
Cvar_Set(r_waterquality, "1"); // don't do water fx
|
||||
Cvar_Set(r_lowworld, "0");
|
||||
Cvar_Set(r_dynamic, "1");
|
||||
Cvar_Set(cl_diecam, "3");
|
||||
Cvar_Set(s_gibs, "1");
|
||||
Cvar_Set(s_playerdeath, "1");
|
||||
Cvar_Set(s_blood, "1");
|
||||
Cvar_Set(r_shinygrays, "1"); // do shine
|
||||
fullbrights = 32; // use the standard colormap fullbrights
|
||||
overbrights = 1; // normal overbrights
|
||||
GrabColorMap(); // regenerate colormap
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Preset_D (void)
|
||||
{
|
||||
Cvar_Set(cl_bobmodel, "1"); // Arc
|
||||
Cvar_Set(cl_bob, "0.07");
|
||||
Cvar_Set(cl_leanmodel, "0");
|
||||
Cvar_Set(cl_followmodel, "0");
|
||||
Cvar_Set(cl_bobmodel_side, "0.6");
|
||||
Cvar_Set(cl_bobmodel_up, "-0.5");
|
||||
Cvar_Set(cl_bobmodel_speed, "2");
|
||||
Cvar_Set(r_lowworld, "0");
|
||||
Cvar_Set(r_shading, "0"); // uniform normal shading
|
||||
Cvar_Set(r_menucolor, "17"); // brown menu
|
||||
Cvar_Set(s_pitchin, "1"); // normal sound pitch
|
||||
Cvar_Set(s_oldspatial, "1"); // long distance spatial
|
||||
Cvar_Set(r_flares, "0"); // don't flares
|
||||
Cvar_Set(r_particleset, "0"); // normal particles
|
||||
Cvar_Set(r_particletrans, "0"); // don't have blend particles
|
||||
Cvar_Set(r_particleblood, "0"); // don't use new blood
|
||||
Cvar_Set(r_coloredlights, "0"); // don't have colored lightin
|
||||
Cvar_Set(r_filter, "0"); // don't filter textures
|
||||
Cvar_Set(r_muzzlehack, "0"); // don't hack the muzzleflash
|
||||
Cvar_Set(r_lerpmodels, "0"); // don't interpolate
|
||||
Cvar_Set(r_particlespray, "0"); // don't spray particles
|
||||
Cvar_Set(r_shadowhack, "0"); // don't model shadows
|
||||
Cvar_Set(r_shadedither, "0"); // don't dither
|
||||
Cvar_Set(r_shinygrays, "0"); // don't shine
|
||||
Cvar_Set(cl_sbar, "1"); // use old status bar
|
||||
Cvar_Set(d_mipdetail, "0"); // normal detail
|
||||
Cvar_Set(s_underwater, "0"); // don't sound pitch in water
|
||||
Cvar_Set(r_wateralpha, "1"); // don't blend water
|
||||
Cvar_Set(r_waterquality, "0"); // don't do water fx
|
||||
Cvar_Set(r_depthoffield, "0"); // and the depth of field
|
||||
Cvar_Set(r_dynamic, "1");
|
||||
Cvar_Set(cl_diecam, "0");
|
||||
Cvar_Set(s_gibs, "0");
|
||||
Cvar_Set(s_playerdeath, "1");
|
||||
Cvar_Set(s_blood, "0");
|
||||
fullbrights = 32; // use the standard colormap fullbrights
|
||||
overbrights = 0; // no overbrights
|
||||
GrabColorMap(); // regenerate colormap
|
||||
}
|
||||
|
||||
void Preset_Xtreem (void) // Everything set high
|
||||
{
|
||||
Cvar_Set(cl_bobmodel, "3"); // thrust
|
||||
Cvar_Set(cl_bobmodel_side, "0.3");
|
||||
Cvar_Set(cl_bobmodel_up, "0.15");
|
||||
Cvar_Set(cl_bob, "0.02");
|
||||
Cvar_Set(cl_bobmodel_speed, "7");
|
||||
Cvar_Set(cl_leanmodel, "1");
|
||||
Cvar_Set(cl_followmodel, "1");
|
||||
Cvar_Set(r_shading, "2"); // dithered shading
|
||||
Cvar_Set(r_menucolor, "1"); // brown menu
|
||||
Cvar_Set(s_pitchin, "2"); // normal sound pitch
|
||||
Cvar_Set(s_oldspatial, "1"); // long distance spatial
|
||||
Cvar_Set(r_flares, "2"); // don't flares
|
||||
Cvar_Set(r_particleset, "2"); // normal particles
|
||||
Cvar_Set(r_particletrans, "1"); // don't have blend particles
|
||||
Cvar_Set(r_particleblood, "8"); // don't use new blood
|
||||
Cvar_Set(r_coloredlights, "3"); // don't have colored lightin
|
||||
Cvar_Set(r_filter, "1"); // don't filter textures
|
||||
Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash
|
||||
Cvar_Set(r_lerpmodels, "1"); // don't interpolate
|
||||
Cvar_Set(r_particlespray, "0"); // don't spray particles
|
||||
Cvar_Set(r_shadowhack, "1"); // don't model shadows
|
||||
Cvar_Set(r_shadedither, "1"); // don't dither
|
||||
Cvar_Set(cl_sbar, "1"); // use old status bar
|
||||
Cvar_Set(d_mipdetail, "-1"); // normal detail
|
||||
Cvar_Set(s_underwater, "1"); // don't sound pitch in water
|
||||
Cvar_Set(r_wateralpha, "0.3"); // don't blend water
|
||||
Cvar_Set(r_waterquality, "2"); // don't do water fx
|
||||
Cvar_Set(r_depthoffield, "1"); // and the depth of field
|
||||
Cvar_Set(r_lowworld, "0");
|
||||
Cvar_Set(r_dynamic, "1");
|
||||
Cvar_Set(s_gibs, "1");
|
||||
Cvar_Set(s_blood, "1");
|
||||
|
||||
|
||||
fullbrights = 32; // use the standard colormap fullbrights
|
||||
overbrights = 1; // normal overbrights
|
||||
GrabColorMap(); // regenerate colormap
|
||||
}
|
||||
|
||||
|
||||
void Preset_Crap (void) // Everything set low or possibly beyond low
|
||||
{
|
||||
Cvar_Set(cl_bobmodel, "0"); // thrust
|
||||
Cvar_Set(cl_bobmodel_side, "0.3");
|
||||
Cvar_Set(cl_bobmodel_up, "0.15");
|
||||
Cvar_Set(cl_bob, "0.02");
|
||||
Cvar_Set(cl_bobmodel_speed, "7");
|
||||
Cvar_Set(cl_leanmodel, "0");
|
||||
Cvar_Set(cl_followmodel, "0");
|
||||
Cvar_Set(r_lowworld, "1");
|
||||
Cvar_Set(r_shading, "0"); // dithered shading
|
||||
Cvar_Set(r_menucolor, "15"); // brown menu
|
||||
Cvar_Set(s_pitchin, "0"); // normal sound pitch
|
||||
Cvar_Set(s_oldspatial, "0"); // long distance spatial
|
||||
Cvar_Set(r_flares, "0"); // don't flares
|
||||
Cvar_Set(r_particleset, "0"); // normal particles
|
||||
Cvar_Set(r_particletrans, "0"); // don't have blend particles
|
||||
Cvar_Set(r_particleblood, "0"); // don't use new blood
|
||||
Cvar_Set(r_coloredlights, "0"); // don't have colored lightin
|
||||
Cvar_Set(r_filter, "0"); // don't filter textures
|
||||
Cvar_Set(r_muzzlehack, "0"); // don't hack the muzzleflash
|
||||
Cvar_Set(r_lerpmodels, "0"); // don't interpolate
|
||||
Cvar_Set(r_particlespray, "0"); // don't spray particles
|
||||
Cvar_Set(r_shadowhack, "0"); // don't model shadows
|
||||
Cvar_Set(r_shadedither, "0"); // don't dither
|
||||
Cvar_Set(cl_sbar, "1"); // use old status bar
|
||||
Cvar_Set(d_mipdetail, "9"); // normal detail
|
||||
Cvar_Set(s_underwater, "0"); // don't sound pitch in water
|
||||
Cvar_Set(r_wateralpha, "1"); // don't blend water
|
||||
Cvar_Set(r_waterquality, "0"); // don't do water fx
|
||||
Cvar_Set(r_depthoffield, "0"); // and the depth of field
|
||||
Cvar_Set(r_dynamic, "0");
|
||||
Cvar_Set(cl_diecam, "0");
|
||||
Cvar_Set(s_gibs, "0");
|
||||
Cvar_Set(s_blood, "0");
|
||||
|
||||
|
||||
fullbrights = 32; // use the standard colormap fullbrights
|
||||
overbrights = 1; // normal overbrights
|
||||
GrabColorMap(); // regenerate colormap
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
/* Menu Subsystem */
|
||||
|
||||
|
|
|
@ -842,7 +842,7 @@ void Sbar_DrawNormal (void)
|
|||
Sbar_DrawPic (0, 0, sb_sbar, 0);
|
||||
|
||||
// armor
|
||||
if(hud_armor->value)
|
||||
if(hud_armor->value && cl.stats[STAT_ARMOR])
|
||||
if (cl.items & IT_INVULNERABILITY)
|
||||
{
|
||||
Sbar_DrawNum (hud_armor_posx->value + 24, hud_armor_posy->value, 666, 3, 1, (int)hud_armor_align->value);
|
||||
|
@ -874,7 +874,7 @@ void Sbar_DrawNormal (void)
|
|||
}
|
||||
|
||||
// ammo icon
|
||||
if(hud_ammo->value)
|
||||
if(hud_ammo->value && cl.stats[STAT_AMMO])
|
||||
{
|
||||
if(hud_ammo_icon->value)
|
||||
if (cl.items & IT_SHELLS)
|
||||
|
|
Loading…
Reference in a new issue