Several changes to default control settings:

- Renamed Simple to Automatic, and made it the default
- Renamed Standard to Manual
- Changed some camera settings to make Automatic easier to control
- Changed most default gamepad controls, to fit Automatic playstyle
- Changed a few default keyboard controls
- Added default binds for custom actions 1-3
- Removed forced camera settings in the tutorial (to account for
upcoming tutorial update)
- Also lowered default sound/music volume a little bit
This commit is contained in:
spherallic 2021-12-16 15:28:37 +01:00
parent e8c83f48be
commit 0a38fef147
5 changed files with 84 additions and 87 deletions

View file

@ -346,8 +346,8 @@ consvar_t cv_analog[2] = {
CVAR_INIT ("sessionanalog2", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, Analog2_OnChange),
};
consvar_t cv_useranalog[2] = {
CVAR_INIT ("configanalog", "Off", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog_OnChange),
CVAR_INIT ("configanalog2", "Off", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog2_OnChange),
CVAR_INIT ("configanalog", "On", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog_OnChange),
CVAR_INIT ("configanalog2", "On", CV_SAVE|CV_CALL|CV_NOSHOWHELP, CV_OnOff, UserAnalog2_OnChange),
};
// deez New User eXperiences
@ -362,8 +362,8 @@ consvar_t cv_autobrake2 = CVAR_INIT ("autobrake2", "On", CV_SAVE|CV_CALL, CV_OnO
// hi here's some new controls
static CV_PossibleValue_t zerotoone_cons_t[] = {{0, "MIN"}, {FRACUNIT, "MAX"}, {0, NULL}};
consvar_t cv_cam_shiftfacing[2] = {
CVAR_INIT ("cam_shiftfacingchar", "0.33", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam2_shiftfacingchar", "0.33", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam_shiftfacingchar", "0.375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam2_shiftfacingchar", "0.375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
};
consvar_t cv_cam_turnfacing[2] = {
CVAR_INIT ("cam_turnfacingchar", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
@ -374,12 +374,12 @@ consvar_t cv_cam_turnfacingability[2] = {
CVAR_INIT ("cam2_turnfacingability", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
};
consvar_t cv_cam_turnfacingspindash[2] = {
CVAR_INIT ("cam_turnfacingspindash", "0.5", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam2_turnfacingspindash", "0.5", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam_turnfacingspindash", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam2_turnfacingspindash", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
};
consvar_t cv_cam_turnfacinginput[2] = {
CVAR_INIT ("cam_turnfacinginput", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam2_turnfacinginput", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam_turnfacinginput", "0.375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
CVAR_INIT ("cam2_turnfacinginput", "0.375", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL),
};
static CV_PossibleValue_t centertoggle_cons_t[] = {{0, "Hold"}, {1, "Toggle"}, {2, "Sticky Hold"}, {0, NULL}};
@ -403,28 +403,28 @@ static CV_PossibleValue_t lockedassist_cons_t[] = {
{0, NULL}
};
consvar_t cv_cam_lockonboss[2] = {
CVAR_INIT ("cam_lockaimassist", "Bosses", CV_SAVE, lockedassist_cons_t, NULL),
CVAR_INIT ("cam2_lockaimassist", "Bosses", CV_SAVE, lockedassist_cons_t, NULL),
CVAR_INIT ("cam_lockaimassist", "Full", CV_SAVE, lockedassist_cons_t, NULL),
CVAR_INIT ("cam2_lockaimassist", "Full", CV_SAVE, lockedassist_cons_t, NULL),
};
consvar_t cv_turnaxis = CVAR_INIT ("joyaxis_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_moveaxis = CVAR_INIT ("joyaxis_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_sideaxis = CVAR_INIT ("joyaxis_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_lookaxis = CVAR_INIT ("joyaxis_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_turnaxis = CVAR_INIT ("joyaxis_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_jumpaxis = CVAR_INIT ("joyaxis_jump", "None", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_spinaxis = CVAR_INIT ("joyaxis_spin", "None", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_fireaxis = CVAR_INIT ("joyaxis_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_fireaxis = CVAR_INIT ("joyaxis_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_firenaxis = CVAR_INIT ("joyaxis_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_deadzone = CVAR_INIT ("joy_deadzone", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
consvar_t cv_digitaldeadzone = CVAR_INIT ("joy_digdeadzone", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
consvar_t cv_turnaxis2 = CVAR_INIT ("joyaxis2_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_moveaxis2 = CVAR_INIT ("joyaxis2_move", "Y-Axis", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_sideaxis2 = CVAR_INIT ("joyaxis2_side", "X-Axis", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_lookaxis2 = CVAR_INIT ("joyaxis2_look", "Y-Rudder-", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_turnaxis2 = CVAR_INIT ("joyaxis2_turn", "X-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_jumpaxis2 = CVAR_INIT ("joyaxis2_jump", "None", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_spinaxis2 = CVAR_INIT ("joyaxis2_spin", "None", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_fireaxis2 = CVAR_INIT ("joyaxis2_fire", "Z-Axis-", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_fireaxis2 = CVAR_INIT ("joyaxis2_fire", "Z-Rudder", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_firenaxis2 = CVAR_INIT ("joyaxis2_firenormal", "Z-Axis", CV_SAVE, joyaxis_cons_t, NULL);
consvar_t cv_deadzone2 = CVAR_INIT ("joy_deadzone2", "0.125", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
consvar_t cv_digitaldeadzone2 = CVAR_INIT ("joy_digdeadzone2", "0.25", CV_FLOAT|CV_SAVE, zerotoone_cons_t, NULL);
@ -1551,8 +1551,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
{
// Fix offset angle for P2-controlled Tailsbot when P2's controls are set to non-Strafe
cmd->angleturn = (INT16)((localangle - *myangle) >> 16);
}
}
*myangle += (cmd->angleturn<<16);
if (controlstyle == CS_LMAOGALOG) {
@ -2335,7 +2335,7 @@ void G_Ticker(boolean run)
else if (players[i].bot == BOT_MPAI) {
B_BuildTiccmd(&players[i], &players[i].cmd);
}
// Do angle adjustments.
if (players[i].bot == BOT_NONE || players[i].bot == BOT_2PHUMAN)
{
@ -2350,7 +2350,7 @@ void G_Ticker(boolean run)
P_ForceLocalAngle(&players[i], players[i].angleturn << 16);
else
players[i].cmd.angleturn = players[i].angleturn;
players[i].cmd.angleturn &= ~TICCMD_RECEIVED;
// Use the leveltime sent in the player's ticcmd to determine control lag
players[i].cmd.latency = min(((leveltime & 0xFF) - players[i].cmd.latency) & 0xFF, MAXPREDICTTICS-1);
@ -3056,15 +3056,15 @@ void G_DoReborn(INT32 playernum)
return;
}
// Additional players (e.g. independent bots) in Single Player
if (playernum != consoleplayer && !(netgame || multiplayer))
{
if (playernum != consoleplayer && !(netgame || multiplayer))
{
mobj_t *oldmo = NULL;
// Do nothing if out of lives
if (player->lives <= 0)
return;
// Otherwise do respawn, starting by removing the player object
if (player->mo)
{
@ -3075,7 +3075,7 @@ void G_DoReborn(INT32 playernum)
G_SpawnPlayer(playernum);
if (oldmo)
G_ChangePlayerReferences(oldmo, players[playernum].mo);
return; //Exit function to avoid proccing other SP related mechanics
}

View file

@ -684,14 +684,18 @@ void G_DefineDefaultControls(void)
gamecontroldefault[gcs_fps][GC_LOOKDOWN ][0] = KEY_DOWNARROW;
gamecontroldefault[gcs_fps][GC_TURNLEFT ][0] = KEY_LEFTARROW;
gamecontroldefault[gcs_fps][GC_TURNRIGHT ][0] = KEY_RIGHTARROW;
gamecontroldefault[gcs_fps][GC_CENTERVIEW ][0] = KEY_END;
gamecontroldefault[gcs_fps][GC_CENTERVIEW ][0] = KEY_LCTRL;
gamecontroldefault[gcs_fps][GC_JUMP ][0] = KEY_SPACE;
gamecontroldefault[gcs_fps][GC_SPIN ][0] = KEY_LSHIFT;
gamecontroldefault[gcs_fps][GC_FIRE ][0] = KEY_RCTRL;
gamecontroldefault[gcs_fps][GC_FIRE ][1] = KEY_MOUSE1+0;
gamecontroldefault[gcs_fps][GC_FIRENORMAL ][0] = 'c';
gamecontroldefault[gcs_fps][GC_FIRENORMAL ][0] = KEY_RALT;
gamecontroldefault[gcs_fps][GC_FIRENORMAL ][1] = KEY_MOUSE1+1;
gamecontroldefault[gcs_fps][GC_CUSTOM1 ][0] = 'z';
gamecontroldefault[gcs_fps][GC_CUSTOM2 ][0] = 'x';
gamecontroldefault[gcs_fps][GC_CUSTOM3 ][0] = 'c';
// Platform game controls (arrow keys)
// Platform game controls (arrow keys), currently unused
gamecontroldefault[gcs_platform][GC_FORWARD ][0] = KEY_UPARROW;
gamecontroldefault[gcs_platform][GC_BACKWARD ][0] = KEY_DOWNARROW;
gamecontroldefault[gcs_platform][GC_STRAFELEFT ][0] = 'a';
@ -734,34 +738,36 @@ void G_DefineDefaultControls(void)
gamecontroldefault[i][GC_VIEWPOINT ][0] = KEY_F12;
// Gamepad controls -- same for both schemes
gamecontroldefault[i][GC_WEAPONNEXT ][1] = KEY_JOY1+1; // B
gamecontroldefault[i][GC_WEAPONPREV ][1] = KEY_JOY1+2; // X
gamecontroldefault[i][GC_TOSSFLAG ][1] = KEY_JOY1+0; // A
gamecontroldefault[i][GC_SPIN ][1] = KEY_JOY1+4; // LB
gamecontroldefault[i][GC_CAMTOGGLE ][1] = KEY_HAT1+0; // D-Pad Up
gamecontroldefault[i][GC_CAMRESET ][1] = KEY_JOY1+3; // Y
gamecontroldefault[i][GC_JUMP ][1] = KEY_JOY1+0; // A
gamecontroldefault[i][GC_SPIN ][1] = KEY_JOY1+2; // X
gamecontroldefault[i][GC_CUSTOM1 ][1] = KEY_JOY1+1; // B
gamecontroldefault[i][GC_CUSTOM2 ][1] = KEY_JOY1+3; // Y
gamecontroldefault[i][GC_CUSTOM3 ][1] = KEY_JOY1+8; // Left Stick
gamecontroldefault[i][GC_CENTERVIEW ][1] = KEY_JOY1+9; // Right Stick
gamecontroldefault[i][GC_TALKKEY ][1] = KEY_HAT1+2; // D-Pad Left
gamecontroldefault[i][GC_SCORES ][1] = KEY_HAT1+3; // D-Pad Right
gamecontroldefault[i][GC_JUMP ][1] = KEY_JOY1+5; // RB
gamecontroldefault[i][GC_PAUSE ][1] = KEY_JOY1+6; // Back
gamecontroldefault[i][GC_SCREENSHOT ][1] = KEY_HAT1+1; // D-Pad Down
gamecontroldefault[i][GC_WEAPONPREV ][1] = KEY_JOY1+4; // LB
gamecontroldefault[i][GC_WEAPONNEXT ][1] = KEY_JOY1+5; // RB
gamecontroldefault[i][GC_SCREENSHOT ][1] = KEY_JOY1+6; // Back
gamecontroldefault[i][GC_SYSTEMMENU ][0] = KEY_JOY1+7; // Start
gamecontroldefault[i][GC_CAMTOGGLE ][1] = KEY_HAT1+0; // D-Pad Up
gamecontroldefault[i][GC_VIEWPOINT ][1] = KEY_HAT1+1; // D-Pad Down
gamecontroldefault[i][GC_TOSSFLAG ][1] = KEY_HAT1+2; // D-Pad Left
gamecontroldefault[i][GC_SCORES ][1] = KEY_HAT1+3; // D-Pad Right
// Second player controls only have joypad defaults
gamecontrolbisdefault[i][GC_WEAPONNEXT][0] = KEY_2JOY1+1; // B
gamecontrolbisdefault[i][GC_WEAPONPREV][0] = KEY_2JOY1+2; // X
gamecontrolbisdefault[i][GC_TOSSFLAG ][0] = KEY_2JOY1+0; // A
gamecontrolbisdefault[i][GC_SPIN ][0] = KEY_2JOY1+4; // LB
gamecontrolbisdefault[i][GC_CAMRESET ][0] = KEY_2JOY1+3; // Y
gamecontrolbisdefault[i][GC_CENTERVIEW][0] = KEY_2JOY1+9; // Right Stick
gamecontrolbisdefault[i][GC_JUMP ][0] = KEY_2JOY1+5; // RB
//gamecontrolbisdefault[i][GC_PAUSE ][0] = KEY_2JOY1+6; // Back
//gamecontrolbisdefault[i][GC_SYSTEMMENU][0] = KEY_2JOY1+7; // Start
gamecontrolbisdefault[i][GC_CAMTOGGLE ][0] = KEY_2HAT1+0; // D-Pad Up
gamecontrolbisdefault[i][GC_SCREENSHOT][0] = KEY_2HAT1+1; // D-Pad Down
//gamecontrolbisdefault[i][GC_TALKKEY ][0] = KEY_2HAT1+2; // D-Pad Left
//gamecontrolbisdefault[i][GC_SCORES ][0] = KEY_2HAT1+3; // D-Pad Right
gamecontrolbisdefault[i][GC_JUMP ][1] = KEY_2JOY1+0; // A
gamecontrolbisdefault[i][GC_SPIN ][1] = KEY_2JOY1+2; // X
gamecontrolbisdefault[i][GC_CUSTOM1 ][1] = KEY_2JOY1+1; // B
gamecontrolbisdefault[i][GC_CUSTOM2 ][1] = KEY_2JOY1+3; // Y
gamecontrolbisdefault[i][GC_CUSTOM3 ][1] = KEY_2JOY1+8; // Left Stick
gamecontrolbisdefault[i][GC_CENTERVIEW ][1] = KEY_2JOY1+9; // Right Stick
gamecontrolbisdefault[i][GC_WEAPONPREV ][1] = KEY_2JOY1+4; // LB
gamecontrolbisdefault[i][GC_WEAPONNEXT ][1] = KEY_2JOY1+5; // RB
gamecontrolbisdefault[i][GC_SCREENSHOT ][1] = KEY_2JOY1+6; // Back
//gamecontrolbisdefault[i][GC_SYSTEMMENU ][0] = KEY_2JOY1+7; // Start
gamecontrolbisdefault[i][GC_CAMTOGGLE ][1] = KEY_2HAT1+0; // D-Pad Up
gamecontrolbisdefault[i][GC_VIEWPOINT ][1] = KEY_2HAT1+1; // D-Pad Down
gamecontrolbisdefault[i][GC_TOSSFLAG ][1] = KEY_2HAT1+2; // D-Pad Left
//gamecontrolbisdefault[i][GC_SCORES ][1] = KEY_2HAT1+3; // D-Pad Right
}
}

View file

@ -4438,22 +4438,21 @@ static void M_DrawGenericMenu(void)
}
}
const char *PlaystyleNames[4] = {"Strafe", "Standard", "Simple", "Old Analog??"};
const char *PlaystyleNames[4] = {"\x86Strafe\x80", "Manual", "Automatic", "Old Analog??"};
const char *PlaystyleDesc[4] = {
// Legacy
"The play style used for\n"
"old-school SRB2.\n"
// Strafe (or Legacy)
"A play style resembling\n"
"old-school SRB2 gameplay.\n"
"\n"
"This play style is identical\n"
"to Standard, except that the\n"
"to Manual, except that the\n"
"player always looks in the\n"
"direction of the camera."
,
// Standard
"The default play style,\n"
"designed for full control\n"
"with a keyboard and mouse.\n"
// Manual (formerly Standard)
"A play style made for full control,\n"
"using a keyboard and mouse.\n"
"\n"
"The camera rotates only when\n"
"you tell it to. The player\n"
@ -4465,8 +4464,8 @@ const char *PlaystyleDesc[4] = {
"open up the highest level of play!"
,
// Simple
"A play style designed for\n"
// Automatic (formerly Simple)
"The default play style, designed for\n"
"gamepads and hassle-free play.\n"
"\n"
"The camera rotates automatically\n"
@ -4475,7 +4474,8 @@ const char *PlaystyleDesc[4] = {
"they're moving.\n"
"\n"
"Hold \x82" "Center View\x80 to lock the\n"
"camera behind the player!\n"
"camera behind the player, or target\n"
"enemies, bosses and monitors!\n"
,
// Old Analog
@ -4486,7 +4486,7 @@ const char *PlaystyleDesc[4] = {
"your config file and brought it back.\n"
"\n"
"That's absolutely valid, but I implore\n"
"you to try the new Simple play style\n"
"you to try the new Automatic play style\n"
"instead!"
};
@ -9062,7 +9062,7 @@ static void M_LoadGame(INT32 choice)
if (tutorialmap && cv_tutorialprompt.value)
{
M_StartMessage("Do you want to \x82play a brief Tutorial\x80?\n\nWe highly recommend this because \nthe controls are slightly different \nfrom other games.\n\nPress 'Y' or 'Enter' to go\nPress 'N' or any key to skip\n",
M_StartMessage("Do you want to \x82play a brief Tutorial\x80?\n\nWe highly recommend this because \nthe controls are slightly different \nfrom other games.\n\nPress the \x82\Y\x80 key or the \x83\A button\x80 to go\nPress the \x82\N\x80 key or the \x83\Y button\x80 to skip\n",
M_FirstTimeResponse, MM_YESNO);
return;
}
@ -13008,6 +13008,7 @@ static void M_DrawPlaystyleMenu(void)
if (i == playstyle_currentchoice)
{
V_DrawFill(20, 40, 280, 150, 159);
V_DrawScaledPatch((i+1)*BASEVIDWIDTH/4 - 8, 10, 0, W_CachePatchName("M_CURSOR", PU_CACHE));
V_DrawString(30, 50, V_ALLOWLOWERCASE, PlaystyleDesc[i]);
}

View file

@ -1191,7 +1191,7 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
{
if (!player)
return;
if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader)
player = player->botleader;
@ -9624,7 +9624,7 @@ consvar_t cv_cam_still = CVAR_INIT ("cam_still", "Off", 0, CV_OnOff, NULL);
consvar_t cv_cam_speed = CVAR_INIT ("cam_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL);
consvar_t cv_cam_rotate = CVAR_INIT ("cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange);
consvar_t cv_cam_rotspeed = CVAR_INIT ("cam_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL);
consvar_t cv_cam_turnmultiplier = CVAR_INIT ("cam_turnmultiplier", "1.0", CV_FLOAT|CV_SAVE, multiplier_cons_t, NULL);
consvar_t cv_cam_turnmultiplier = CVAR_INIT ("cam_turnmultiplier", "0.75", CV_FLOAT|CV_SAVE, multiplier_cons_t, NULL);
consvar_t cv_cam_orbit = CVAR_INIT ("cam_orbit", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_cam_adjust = CVAR_INIT ("cam_adjust", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_cam2_dist = CVAR_INIT ("cam2_curdist", "160", CV_FLOAT, NULL, NULL);
@ -9633,19 +9633,19 @@ consvar_t cv_cam2_still = CVAR_INIT ("cam2_still", "Off", 0, CV_OnOff, NULL);
consvar_t cv_cam2_speed = CVAR_INIT ("cam2_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL);
consvar_t cv_cam2_rotate = CVAR_INIT ("cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange);
consvar_t cv_cam2_rotspeed = CVAR_INIT ("cam2_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL);
consvar_t cv_cam2_turnmultiplier = CVAR_INIT ("cam2_turnmultiplier", "1.0", CV_FLOAT|CV_SAVE, multiplier_cons_t, NULL);
consvar_t cv_cam2_turnmultiplier = CVAR_INIT ("cam2_turnmultiplier", "0.75", CV_FLOAT|CV_SAVE, multiplier_cons_t, NULL);
consvar_t cv_cam2_orbit = CVAR_INIT ("cam2_orbit", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_cam2_adjust = CVAR_INIT ("cam2_adjust", "On", CV_SAVE, CV_OnOff, NULL);
// [standard vs simple][p1 or p2]
consvar_t cv_cam_savedist[2][2] = {
{ // standard
CVAR_INIT ("cam_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist),
CVAR_INIT ("cam2_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist),
CVAR_INIT ("cam_dist", "192", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist),
CVAR_INIT ("cam2_dist", "192", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist),
},
{ // simple
CVAR_INIT ("cam_simpledist", "224", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist),
CVAR_INIT ("cam2_simpledist", "224", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist),
CVAR_INIT ("cam_simpledist", "256", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCamDist),
CVAR_INIT ("cam2_simpledist", "256", CV_FLOAT|CV_SAVE|CV_CALL, NULL, CV_UpdateCam2Dist),
}
};
@ -9838,17 +9838,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (P_CameraThinker(player, thiscam, resetcalled))
return true;
if (tutorialmode)
{
// force defaults because we have a camera look section
camspeed = (INT32)(atof(cv_cam_speed.defaultvalue) * FRACUNIT);
camstill = (!stricmp(cv_cam_still.defaultvalue, "off")) ? false : true;
camorbit = (!stricmp(cv_cam_orbit.defaultvalue, "off")) ? false : true;
camrotate = atoi(cv_cam_rotate.defaultvalue);
camdist = FixedMul((INT32)(atof(cv_cam_dist.defaultvalue) * FRACUNIT), mo->scale);
camheight = FixedMul((INT32)(atof(cv_cam_height.defaultvalue) * FRACUNIT), mo->scale);
}
else if (thiscam == &camera)
if (thiscam == &camera)
{
camspeed = cv_cam_speed.value;
camstill = cv_cam_still.value;
@ -11619,7 +11609,7 @@ void P_PlayerThink(player_t *player)
INT32 i, total = 0, exiting = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
{
if (!playeringame[i] || players[i].spectator || players[i].bot)
continue;
if (players[i].quittime > 30 * TICRATE)
@ -12560,7 +12550,7 @@ void P_PlayerAfterThink(player_t *player)
player->mo->momy = tails->momy;
player->mo->momz = tails->momz;
}
if (G_CoopGametype() && tails->player && tails->player->bot != BOT_2PAI)
{
player->mo->angle = tails->angle;

View file

@ -74,9 +74,9 @@ consvar_t stereoreverse = CVAR_INIT ("stereoreverse", "Off", CV_SAVE, CV_OnOff,
static consvar_t precachesound = CVAR_INIT ("precachesound", "Off", CV_SAVE, CV_OnOff, NULL);
// actual general (maximum) sound & music volume, saved into the config
consvar_t cv_soundvolume = CVAR_INIT ("soundvolume", "18", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_digmusicvolume = CVAR_INIT ("digmusicvolume", "18", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_midimusicvolume = CVAR_INIT ("midimusicvolume", "18", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_soundvolume = CVAR_INIT ("soundvolume", "16", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_digmusicvolume = CVAR_INIT ("digmusicvolume", "16", CV_SAVE, soundvolume_cons_t, NULL);
consvar_t cv_midimusicvolume = CVAR_INIT ("midimusicvolume", "16", CV_SAVE, soundvolume_cons_t, NULL);
static void Captioning_OnChange(void)
{