Don't draw mission failed message (no need)

removed a few redundant options from the menu too
This commit is contained in:
Simon 2022-10-17 22:35:18 +01:00
parent 10cd6ad67d
commit a118fadce0
6 changed files with 29 additions and 614 deletions

View file

@ -148,8 +148,6 @@ ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
layer.Header.SrcBlend = VRAPI_FRAME_LAYER_BLEND_SRC_ALPHA;
layer.Header.DstBlend = VRAPI_FRAME_LAYER_BLEND_ONE_MINUS_SRC_ALPHA;
//layer.Header.Flags = VRAPI_FRAME_LAYER_FLAG_CLIP_TO_TEXTURE_RECT;
layer.HeadPose = tracking->HeadPose;
const float density = 15000.0f;

View file

@ -379,7 +379,7 @@ qboolean CG_DrawScoreboard( void )
if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time))
|| (cg.missionStatusShow))
{
CG_MissionFailed();
//CG_MissionFailed();
return qtrue;
}

View file

@ -490,7 +490,7 @@ qboolean CG_DrawScoreboard( void )
if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time))
|| (cg.missionStatusShow))
{
CG_MissionFailed();
//CG_MissionFailed();
return qtrue;
}

Binary file not shown.

View file

@ -1830,44 +1830,6 @@
}
itemDef
{
name identifytarget
group options
type ITEM_TYPE_MULTI
text @MENUS0_IDENTIFY_TARGET
cvar "cg_crosshairIdentifyTarget"
cvarFloatList
{
@MENUS0_OFF 0
@MENUS0_ON 1
}
rect 305 191 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_TOGGLE_TO_HAVE_THE_CROSSHAIR
action
{
play "sound/interface/button1.wav" ;
}
mouseenter
{
show highlight2
}
mouseexit
{
hide highlight2
}
}
itemDef
{
name slowmo
@ -1910,251 +1872,6 @@
}
}
itemDef
{
name force3rd
group options
type ITEM_TYPE_MULTI
text @MENUS2_3RD_PERSON_LIGHTSABER
cvar "cg_saberAutoThird"
cvarFloatList
{
@MENUS0_OFF 0
@MENUS0_ON 1
}
rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_WHEN_READYING_LIGHTSABER
action
{
play "sound/interface/button1.wav" ;
}
mouseenter
{
show highlight4
}
mouseexit
{
hide highlight4
}
}
itemDef
{
name force1st
group options
type ITEM_TYPE_MULTI
text @MENUS2_1ST_PERSON_GUNS
cvar "cg_gunAutoFirst"
cvarFloatList
{
@MENUS0_OFF 0
@MENUS0_ON 1
}
rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_WHEN_PUTTING_AWAY_SABER
action
{
play "sound/interface/button1.wav" ;
}
mouseenter
{
show highlight5
}
mouseexit
{
hide highlight5
}
}
itemDef
{
name dismemberment
group options
type ITEM_TYPE_MULTI
text @MENUS2_DISMEMBERMENT
cvar "g_dismemberment"
cvarFloatList
{
@MENUS0_OFF 0
@MENUS0_ON 3
}
cvarTest ui_iscensored
hideCvar { 1 }
rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_SELECT_WHAT_LIGHTSABER
action
{
play "sound/interface/button1.wav" ;
}
mouseenter
{
show highlight7
}
mouseexit
{
hide highlight7
}
}
// Weapon Sway. Yes, this is nutty. Two cvars here, one removes weapon sway, the other adds it.
itemDef
{
name weaponswayon
group options
type ITEM_TYPE_MULTI
text @MENUS3_VIEW_SWAYING
descText @MENUS3_VIEW_SWAYING_DESC
cvar "ui_disableWeaponSway"
cvarFloatList
{
@MENUS0_ON 0
@MENUS0_OFF 1
}
cvarTest "ui_disableWeaponSway"
showCvar
{
"0"
}
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
action
{
play "sound/interface/button1.wav" ;
exec "exec noMotion.cfg" ;
show weaponswayoff ;
setfocus weaponswayoff
}
mouseenter
{
show highlight8
}
mouseexit
{
hide highlight8
}
}
itemDef
{
name weaponswayoff
group options
type ITEM_TYPE_MULTI
text @MENUS3_VIEW_SWAYING
descText @MENUS3_VIEW_SWAYING_DESC
cvar "ui_disableWeaponSway"
cvarFloatList
{
@MENUS0_ON 0
@MENUS0_OFF 1
}
cvarTest "ui_disableWeaponSway"
hideCvar
{
"0"
}
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
action
{
play "sound/interface/button1.wav" ;
exec "exec restoreMotion.cfg" ;
show weaponswayon ;
setfocus weaponswayon
}
mouseenter
{
show highlight8
}
mouseexit
{
hide highlight8
}
}
/*
itemDef
{
name dismembermentprob
group options_obsolete
type ITEM_TYPE_MULTI
text @MENUS2_DISMEMBER_PROBABILITY
cvar "g_dismemberProbabilities"
cvarFloatList
{
@MENUS2_RARE 2
@MENUS1_NORMAL 1
@MENUS2_EXCESSIVE 0
}
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_SELECT_FREQUENCY_OF_DISMEMBERMENT
action
{
play "sound/interface/button1.wav" ;
}
mouseenter
{
show highlight8
}
mouseexit
{
hide highlight8
}
}
*/
itemDef
{
name text
@ -2168,7 +1885,7 @@
"Francais" 1
"Deutsch" 2
}
rect 305 351 300 20
rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2178,18 +1895,18 @@
visible 0
// appearance_slot 1
descText @MENUS2_CHOOSE_THE_LANGUAGE_FOR
action
{
play "sound/interface/button1.wav" ;
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight10
show highlight4
}
mouseexit
{
hide highlight10
hide highlight4
}
}
@ -2206,7 +1923,7 @@
"Francais" "francais"
"Deutsch" "deutsch"
}
rect 305 371 300 20
rect 305 271 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2216,18 +1933,18 @@
visible 0
// appearance_slot 1
descText @MENUS3_CHOOSE_THE_LANGUAGE_TO
action
{
play "sound/interface/button1.wav" ;
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight11
show highlight5
}
mouseexit
{
hide highlight11
hide highlight5
}
}
@ -2244,7 +1961,7 @@
@MENUS3_IN_CINEMATICS 2
// @MENUS3_ALL_VOICEOVERS 1
}
rect 305 391 300 20
rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2254,42 +1971,6 @@
visible 0
// appearance_slot 1
descText @MENUS3_TOGGLE_WHETHER_SUBTITLES
action
{
play "sound/interface/button1.wav" ;
}
mouseenter
{
show highlight12
}
mouseexit
{
hide highlight12
}
}
// This menu option is no longer used.
itemDef
{
name sync_frame
group options_obsolete
type ITEM_TYPE_MULTI
text @MENUS1_SYNC_EVERY_FRAME
cvar "r_finish"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 211 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS3_TOGGLE_TO_PREVENT_VIDEO
action
{
@ -2297,14 +1978,16 @@
}
mouseenter
{
show highlight3
show highlight6
}
mouseexit
{
hide highlight3
hide highlight6
}
}
//----------------------------------------------------------------------------------------------
//
// DIFFICULTY FIELDS

View file

@ -1907,40 +1907,6 @@
}
}
itemDef
{
name identifytarget
group options
type ITEM_TYPE_MULTI
text @MENUS0_IDENTIFY_TARGET
cvar "cg_crosshairIdentifyTarget"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 191 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
descText @MENUS2_TOGGLE_TO_HAVE_THE_CROSSHAIR
action
{
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight2
}
mouseexit
{
hide highlight2
}
}
itemDef
{
name slowmo
@ -1984,74 +1950,6 @@
}
itemDef
{
name force3rd
group options
type ITEM_TYPE_MULTI
text @MENUS2_3RD_PERSON_LIGHTSABER
cvar "cg_saberAutoThird"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_WHEN_READYING_LIGHTSABER
action
{
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight4
}
mouseexit
{
hide highlight4
}
}
itemDef
{
name force1st
group options
type ITEM_TYPE_MULTI
text @MENUS2_1ST_PERSON_GUNS
cvar "cg_gunAutoFirst"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_WHEN_PUTTING_AWAY_SABER
action
{
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight5
}
mouseexit
{
hide highlight5
}
}
itemDef
{
name dismemberment
@ -2066,7 +1964,7 @@
}
cvarTest ui_iscensored
hideCvar { 1 }
rect 305 291 300 20
rect 305 231 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2083,144 +1981,14 @@
}
mouseenter
{
show highlight7
show highlight4
}
mouseexit
{
hide highlight7
hide highlight4
}
}
// Weapon Sway. Yes, this is nutty. Two cvars here, one removes weapon sway, the other adds it.
itemDef
{
name weaponswayon
group options
type ITEM_TYPE_MULTI
text @MENUS3_VIEW_SWAYING
descText @MENUS3_VIEW_SWAYING_DESC
cvar "ui_disableWeaponSway"
cvarFloatList
{
@MENUS0_ON 0
@MENUS0_OFF 1
}
cvarTest "ui_disableWeaponSway"
showCvar
{
"0"
}
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
action
{
play "sound/interface/button1.wav"
exec "exec noMotion.cfg" ;
show weaponswayoff ;
setfocus weaponswayoff
}
mouseenter
{
show highlight8
}
mouseexit
{
hide highlight8
}
}
itemDef
{
name weaponswayoff
group options
type ITEM_TYPE_MULTI
text @MENUS3_VIEW_SWAYING
descText @MENUS3_VIEW_SWAYING_DESC
cvar "ui_disableWeaponSway"
cvarFloatList
{
@MENUS0_ON 0
@MENUS0_OFF 1
}
cvarTest "ui_disableWeaponSway"
hideCvar
{
"0"
}
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
action
{
play "sound/interface/button1.wav"
exec "exec restoreMotion.cfg" ;
show weaponswayon ;
setfocus weaponswayon
}
mouseenter
{
show highlight8
}
mouseexit
{
hide highlight8
}
}
/*
itemDef
{
name dismembermentprob
group options_obsolete
type ITEM_TYPE_MULTI
text @MENUS2_DISMEMBER_PROBABILITY
cvar "g_dismemberProbabilities"
cvarFloatList
{
@MENUS2_RARE 2
@MENUS1_NORMAL 1
@MENUS2_EXCESSIVE 0
}
rect 305 311 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS2_SELECT_FREQUENCY_OF_DISMEMBERMENT
action
{
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight8
}
mouseexit
{
hide highlight8
}
}
*/
itemDef
{
name text
@ -2234,7 +2002,7 @@
"Francais" 1
"Deutsch" 2
}
rect 305 351 300 20
rect 305 251 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2251,11 +2019,11 @@
}
mouseenter
{
show highlight10
show highlight5
}
mouseexit
{
hide highlight10
hide highlight5
}
}
@ -2272,7 +2040,7 @@
"Francais" "francais"
"Deutsch" "deutsch"
}
rect 305 371 300 20
rect 305 271 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2289,11 +2057,11 @@
}
mouseenter
{
show highlight11
show highlight6
}
mouseexit
{
hide highlight11
hide highlight6
}
}
@ -2310,7 +2078,7 @@
@MENUS3_IN_CINEMATICS 2
// @MENUS3_ALL_VOICEOVERS 1
}
rect 305 391 300 20
rect 305 291 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
@ -2327,50 +2095,16 @@
}
mouseenter
{
show highlight12
show highlight7
}
mouseexit
{
hide highlight12
hide highlight7
}
}
// This menu option is no longer used.
itemDef
{
name sync_frame
group options_obsolete
type ITEM_TYPE_MULTI
text @MENUS1_SYNC_EVERY_FRAME
cvar "r_finish"
cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 }
rect 305 211 300 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
textaligny -2
font 2
textscale 0.8
forecolor 1 1 1 1
visible 0
// appearance_slot 1
descText @MENUS3_TOGGLE_TO_PREVENT_VIDEO
action
{
play "sound/interface/button1.wav"
}
mouseenter
{
show highlight3
}
mouseexit
{
hide highlight3
}
}
//----------------------------------------------------------------------------------------------
//
// DIFFICULTY FIELDS