Ensure proper menu defaults on the very first start

This commit is contained in:
Petr Bartos 2023-04-15 00:02:59 +02:00
parent 216a225aa6
commit 539bfa8956
3 changed files with 20 additions and 4 deletions

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@ -476,6 +476,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
{ &cg_autoUseBacta, "cg_autoUseBacta", "0", CVAR_ARCHIVE },
{ &cg_usableObjectsHint, "cg_usableObjectsHint", "1", CVAR_ARCHIVE },
{ &cg_pano, "pano", "0", 0 },

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@ -665,13 +665,13 @@ void G_InitCvars( void ) {
g_TeamBeefDirectorsCut = gi.cvar( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE ); // Team Beef Director's Cut tweaks
g_saberAutoDeflect1stPerson = gi.cvar( "g_saberAutoDeflect1stPerson", "0", CVAR_ARCHIVE );//Whether the saber will auto deflect missiles in first person
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_CHEAT );//must press +block button to do any blocking
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking
g_saberRealisticCombat = gi.cvar( "g_saberMoreRealistic", "3", CVAR_ARCHIVE );//makes collision more precise, increases damage
debug_subdivision = gi.cvar( "debug_subdivision", "0", CVAR_ARCHIVE );//debug for dismemberment
g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "100", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities
g_saberDamageCapping = gi.cvar( "g_saberDamageCapping", "1", CVAR_CHEAT );//caps damage of sabers vs players and NPC who use sabers
g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_CHEAT );//how fast you run while attacking with a saber
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1.2", CVAR_CHEAT );//how fast saber animations run
g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1.2", CVAR_ARCHIVE|CVAR_CHEAT );//how fast saber animations run
g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward
g_saberNewControlScheme = gi.cvar( "g_saberNewControlScheme", "0", CVAR_ARCHIVE );//use +forcefocus to pull off all the special moves
g_debugSaberLock = gi.cvar( "g_debugSaberLock", "0", CVAR_CHEAT );//just for debugging/development, makes saberlocks happen all the time

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@ -274,6 +274,21 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
ui.Cvar_Create( "cg_drawCrosshairForce", "9", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART);
ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head
ui.Cvar_Create( "g_dismemberProbabilities", "100", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_usableObjectsHint", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_autoUseBacta", "0", CVAR_ARCHIVE );
ui.Cvar_Create( "d_slowmodeath", "4", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "g_saberAnimSpeed", "1.2", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_heightAdjust", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_hudScale", "2.5", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_hudStereo", "20", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_hudYOffset", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "g_TeamBeefDirectorsCut", "1", CVAR_ARCHIVE );
#ifdef JK2_MODE
ui.Cvar_Create( "g_saberRealisticCombat", "1", CVAR_ARCHIVE );
#endif
#ifndef JK2_MODE
ui.Cvar_Create( "g_char_model", "jedi_tf", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_skin_head", "head_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
@ -294,13 +309,11 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
ui.Cvar_Create( "ui_prisonerobj_currtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "ui_prisonerobj_mintotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head
ui.Cvar_Create( "cg_saberAutoThird", "0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_gunAutoFirst", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "d_slowmodeath", "4", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runpitch", "0.0", CVAR_ARCHIVE );
@ -310,6 +323,8 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
ui.Cvar_Create( "cg_bobroll", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE );
ui.Cvar_Create( "g_saberMoreRealistic", "3", CVAR_ARCHIVE );
#endif