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- Applied Blzut3's sbarinfo update #12:
* When the drawbar code was optimized border was accidently used as how many pixels to reserve from the background instead of the foreground. I've reversed how the code works (bg over fg instead of fg over bg). * Added armorclass to drawnumber. * Added an interpolateArmor variable which acts just like interpolateHealth except the effect is applied to armor. * Added armor flag to drawgem since we can interpolate armor now. * Added a reverse flag to drawgem. * Fixed drawgem didn't allow for '|' to separate the flags. - Fixed: Menu texts for skill definitions unconditionally interpreted the given text as an index into the string table. SVN r752 (trunk)
This commit is contained in:
parent
133350fb9c
commit
2a77ea0155
7 changed files with 171 additions and 80 deletions
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@ -1,3 +1,18 @@
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February 18, 2008 (Changes by Graf Zahl)
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- Applied Blzut3's sbarinfo update #12:
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* When the drawbar code was optimized border was accidently used as how many
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pixels to reserve from the background instead of the foreground. I've
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reversed how the code works (bg over fg instead of fg over bg).
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* Added armorclass to drawnumber.
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* Added an interpolateArmor variable which acts just like interpolateHealth
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except the effect is applied to armor.
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* Added armor flag to drawgem since we can interpolate armor now.
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* Added a reverse flag to drawgem.
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* Fixed drawgem didn't allow for '|' to separate the flags.
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- Fixed: Menu texts for skill definitions unconditionally interpreted
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the given text as an index into the string table.
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February 16, 2008
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- Fixed AInventory::PickupFlash setting with GCC.
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- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
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@ -2609,11 +2609,11 @@ void G_MakeEpisodes ()
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static const char *hepinames[5] =
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{
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"MNU_COTD",
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"MNU_HELLSMAW",
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"MNU_DOME",
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"MNU_OSSUARY",
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"MNU_DEMESNE",
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"$MNU_COTD",
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"$MNU_HELLSMAW",
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"$MNU_DOME",
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"$MNU_OSSUARY",
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"$MNU_DEMESNE",
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};
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static const char hepikeys[5] = { 'c', 'h', 'd', 'o', 's' };
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@ -78,6 +78,7 @@ enum //drawnumber flags
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DRAWNUMBER_TOTALITEMS = 2048,
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DRAWNUMBER_SECRETS = 4096,
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DRAWNUMBER_TOTALSECRETS = 8192,
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DRAWNUMBER_ARMORCLASS = 16384,
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};
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enum //drawbar flags (will go into special2)
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@ -106,6 +107,8 @@ enum //drawgem flags
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{
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DRAWGEM_WIGGLE = 1,
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DRAWGEM_TRANSLATABLE = 2,
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DRAWGEM_ARMOR = 4,
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DRAWGEM_REVERSE = 8,
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};
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enum //drawshader flags
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@ -137,6 +140,7 @@ static const char *SBarInfoTopLevel[] =
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"base",
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"height",
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"interpolatehealth",
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"interpolatearmor",
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"completeborder",
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"statusbar",
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NULL
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@ -146,6 +150,7 @@ enum
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SBARINFO_BASE,
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SBARINFO_HEIGHT,
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SBARINFO_INTERPOLATEHEALTH,
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SBARINFO_INTERPOLATEARMOR,
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SBARINFO_COMPLETEBORDER,
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SBARINFO_STATUSBAR,
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};
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@ -215,7 +220,7 @@ void FreeSBarInfoScript()
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}
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}
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//Laz Bar Script Reader
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//SBarInfo Script Reader
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void SBarInfo::ParseSBarInfo(int lump)
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{
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FScanner sc(lump, Wads.GetLumpFullName(lump));
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@ -276,6 +281,23 @@ void SBarInfo::ParseSBarInfo(int lump)
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}
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sc.MustGetToken(';');
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break;
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case SBARINFO_INTERPOLATEARMOR: //Since interpolatehealth is such a popular command
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if(sc.CheckToken(TK_True))
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{
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interpolateArmor = true;
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}
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else
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{
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sc.MustGetToken(TK_False);
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interpolateArmor = false;
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}
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if(sc.CheckToken(',')) //speed
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{
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sc.MustGetToken(TK_IntConst);
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this->armorInterpolationSpeed = sc.Number;
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}
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sc.MustGetToken(';');
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break;
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case SBARINFO_COMPLETEBORDER: //draws the border instead of an HOM
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if(sc.CheckToken(TK_True))
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{
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@ -492,6 +514,8 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
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cmd.flags += DRAWNUMBER_SECRETS;
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else if(sc.Compare("totalsecrets"))
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cmd.flags += DRAWNUMBER_TOTALSECRETS;
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else if(sc.Compare("armorclass"))
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cmd.flags += DRAWNUMBER_ARMORCLASS;
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else
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{
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cmd.flags = DRAWNUMBER_INVENTORY;
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@ -796,9 +820,14 @@ void SBarInfo::ParseSBarInfoBlock(FScanner &sc, SBarInfoBlock &block)
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cmd.flags += DRAWGEM_WIGGLE;
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else if(sc.Compare("translatable"))
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cmd.flags += DRAWGEM_TRANSLATABLE;
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else if(sc.Compare("armor"))
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cmd.flags += DRAWGEM_ARMOR;
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else if(sc.Compare("reverse"))
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cmd.flags += DRAWGEM_REVERSE;
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else
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sc.ScriptError("Unknown drawgem flag '%s'.", sc.String);
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sc.MustGetToken(',');
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if(!sc.CheckToken('|'))
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sc.MustGetToken(',');
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}
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sc.MustGetToken(TK_StringConst); //chain
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cmd.special = newImage(sc.String);
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@ -994,10 +1023,6 @@ int SBarInfo::newImage(const char* patchname)
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{
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return -1;
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}
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// if(strlen(patchname) > 8)
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// {
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// sc.ScriptError("Graphic names can not be greater then 8 characters long.");
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// }
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for(unsigned int i = 0;i < this->Images.Size();i++) //did we already load it?
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{
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if(stricmp(this->Images[i], patchname) == 0)
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@ -1038,8 +1063,10 @@ void SBarInfo::Init()
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{
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automapbar = false;
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interpolateHealth = false;
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interpolateArmor = false;
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completeBorder = false;
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interpolationSpeed = 8;
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armorInterpolationSpeed = 8;
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height = 0;
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}
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@ -1243,10 +1270,8 @@ public:
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faceTimer = ST_FACETIME;
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rampageTimer = 0;
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faceIndex = 0;
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if(SBarInfoScript->interpolateHealth)
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{
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oldHealth = 0;
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}
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oldHealth = 0;
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oldArmor = 0;
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mugshotHealth = -1;
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lastPrefix = "";
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weaponGrin = false;
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{
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if(oldHealth > CPlayer->health)
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{
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oldHealth -= clamp((oldHealth - CPlayer->health) >> 2, 1, 8);
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oldHealth -= clamp((oldHealth - CPlayer->health) >> 2, 1, SBarInfoScript->interpolationSpeed);
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}
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else if(oldHealth < CPlayer->health)
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{
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oldHealth += clamp((CPlayer->health - oldHealth) >> 2, 1, 8);
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oldHealth += clamp((CPlayer->health - oldHealth) >> 2, 1, SBarInfoScript->interpolationSpeed);
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}
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}
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AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
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if(armor == NULL)
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{
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oldArmor = 0;
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}
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else
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{
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if(!SBarInfoScript->interpolateArmor)
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{
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oldArmor = armor->Amount;
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}
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else
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{
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if(oldArmor > armor->Amount)
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{
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oldArmor -= clamp((oldArmor - armor->Amount) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
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}
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else if(oldArmor < armor->Amount)
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{
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oldArmor += clamp((armor->Amount - oldArmor) >> 2, 1, SBarInfoScript->armorInterpolationSpeed);
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}
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}
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}
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if(artiflash)
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@ -1437,11 +1485,17 @@ private:
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AAmmo *ammo1, *ammo2;
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int ammocount1, ammocount2;
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GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
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ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
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int health = CPlayer->mo->health;
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int armorAmount = armor != NULL ? armor->Amount : 0;
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if(SBarInfoScript->interpolateHealth)
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{
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health = oldHealth;
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}
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if(SBarInfoScript->interpolateArmor)
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{
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armorAmount = oldArmor;
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}
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for(unsigned int i = 0;i < block.commands.Size();i++)
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{
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SBarInfoCommand& cmd = block.commands[i];
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}
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else if((cmd.flags & DRAWIMAGE_ARMOR))
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{
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ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
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if(armor != NULL && armor->Amount != 0)
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DrawGraphic(TexMan(armor->Icon), cmd.x, cmd.y, cmd.flags);
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}
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@ -1558,8 +1611,7 @@ private:
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}
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else if(cmd.flags == DRAWNUMBER_ARMOR)
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{
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AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
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cmd.value = armor != NULL ? armor->Amount : 0;
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cmd.value = armorAmount;
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}
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else if(cmd.flags == DRAWNUMBER_AMMO1)
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{
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cmd.value = level.found_secrets;
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else if(cmd.flags == DRAWNUMBER_TOTALSECRETS)
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cmd.value = level.total_secrets;
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else if(cmd.flags == DRAWNUMBER_ARMORCLASS)
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{
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AHexenArmor *harmor = CPlayer->mo->FindInventory<AHexenArmor>();
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if(harmor != NULL)
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{
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cmd.value = harmor->Slots[0] + harmor->Slots[1] +
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harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4];
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}
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//Hexen counts basic armor also so we should too.
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if(armor != NULL)
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{
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cmd.value += armor->SavePercent;
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}
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cmd.value /= (5*FRACUNIT);
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}
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else if(cmd.flags == DRAWNUMBER_INVENTORY)
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{
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AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0]));
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}
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else if(cmd.flags == DRAWNUMBER_ARMOR)
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{
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AInventory *armor = CPlayer->mo->FindInventory<ABasicArmor>();
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value = armor != NULL ? armor->Amount : 0;
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value = armorAmount;
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if(!((cmd.special2 & DRAWBAR_COMPAREDEFAULTS) == DRAWBAR_COMPAREDEFAULTS))
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{
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AInventory* item = CPlayer->mo->FindInventory(PClass::FindClass(cmd.string[0])); //max comparer
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value = 0;
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}
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}
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value = max - value; //invert since the new drawing method requires drawing the bg on the fg.
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if(max != 0 && value > 0)
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{
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value = (value << FRACBITS) / max;
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if(value > FRACUNIT)
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value = FRACUNIT;
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}
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else if(max == 0 && value <= 0)
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{
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value = FRACUNIT;
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}
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else
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{
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value = 0;
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@ -1843,20 +1914,13 @@ private:
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screen->VirtualToRealCoordsInt(x, y, w, h, 320, 200, true);
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}
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// Draw background
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if (bg != NULL && bg->GetWidth() == fg->GetWidth() && bg->GetHeight() == fg->GetHeight())
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{
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screen->DrawTexture(bg, x, y,
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DTA_DestWidth, w,
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DTA_DestHeight, h,
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TAG_DONE);
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}
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else
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{
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screen->Clear(x, y, x + w, y + h, GPalette.BlackIndex, 0);
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}
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//Draw the whole foreground
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screen->DrawTexture(fg, x, y,
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DTA_DestWidth, w,
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DTA_DestHeight, h,
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TAG_DONE);
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// Calc clipping rect for foreground
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// Calc clipping rect for background
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cx = cmd.x + ST_X + cmd.special3;
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cy = cmd.y + ST_Y + cmd.special3;
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cw = fg->GetWidth() - cmd.special3 * 2;
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@ -1867,7 +1931,7 @@ private:
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}
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if (horizontal)
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{
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if (!reverse)
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if (reverse)
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{ // left to right
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cr = cx + FixedMul(cw, value);
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}
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@ -1880,7 +1944,7 @@ private:
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}
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else
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{
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if (!reverse)
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if (reverse)
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{ // bottom to top
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cb = cy + ch;
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cy += FixedMul(ch, FRACUNIT - value);
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@ -1892,20 +1956,27 @@ private:
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cr = cx + cw;
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}
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// Draw foreground
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screen->DrawTexture(fg, x, y,
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DTA_DestWidth, w,
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DTA_DestHeight, h,
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DTA_ClipLeft, cx,
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DTA_ClipTop, cy,
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DTA_ClipRight, cr,
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DTA_ClipBottom, cb,
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TAG_DONE);
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// Draw background
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if (bg != NULL && bg->GetWidth() == fg->GetWidth() && bg->GetHeight() == fg->GetHeight())
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{
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screen->DrawTexture(bg, x, y,
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DTA_DestWidth, w,
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DTA_DestHeight, h,
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DTA_ClipLeft, cx,
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DTA_ClipTop, cy,
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DTA_ClipRight, cr,
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DTA_ClipBottom, cb,
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TAG_DONE);
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}
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else
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{
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screen->Clear(cx, cy, cr, cb, GPalette.BlackIndex, 0);
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}
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break;
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}
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case SBARINFO_DRAWGEM:
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{
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int value = health;
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int value = (cmd.flags & DRAWGEM_ARMOR) ? armorAmount : health;
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int max = 100;
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bool wiggle = false;
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bool translate = !!(cmd.flags & DRAWGEM_TRANSLATABLE);
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@ -1919,6 +1990,7 @@ private:
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{
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value = 0;
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}
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value = (cmd.flags & DRAWGEM_REVERSE) ? 100 - value : value;
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if(health != CPlayer->health)
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{
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wiggle = !!(cmd.flags & DRAWGEM_WIGGLE);
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@ -2325,6 +2397,7 @@ private:
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int rampageTimer;
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int faceIndex;
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int oldHealth;
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int oldArmor;
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int mugshotHealth;
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int chainWiggle;
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int artiflash;
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@ -46,8 +46,10 @@ struct SBarInfo
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SBarInfoBlock huds[6];
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bool automapbar;
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bool interpolateHealth;
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bool interpolateArmor;
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bool completeBorder;
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int interpolationSpeed;
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int armorInterpolationSpeed;
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int height;
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int gameType;
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|
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@ -291,11 +291,11 @@ static oldmenu_t MainDef =
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//
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static oldmenuitem_t HereticMainMenu[] =
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{
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{1,1,'n',"MNU_NEWGAME",M_NewGame, CR_UNTRANSLATED},
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{1,1,'o',"MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
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{1,1,'f',"MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
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{1,1,'i',"MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
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{1,1,'q',"MNU_QUITGAME",M_QuitGame, CR_UNTRANSLATED}
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{1,1,'n',"$MNU_NEWGAME",M_NewGame, CR_UNTRANSLATED},
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{1,1,'o',"$MNU_OPTIONS",M_Options, CR_UNTRANSLATED},
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{1,1,'f',"$MNU_GAMEFILES",M_GameFiles, CR_UNTRANSLATED},
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{1,1,'i',"$MNU_INFO",M_ReadThis, CR_UNTRANSLATED},
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{1,1,'q',"$MNU_QUITGAME",M_QuitGame, CR_UNTRANSLATED}
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};
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static oldmenu_t HereticMainDef =
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@ -312,10 +312,10 @@ static oldmenu_t HereticMainDef =
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//
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static oldmenuitem_t ClassItems[] =
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{
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{ 1,1, 'f', "MNU_FIGHTER", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'c', "MNU_CLERIC", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'm', "MNU_MAGE", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'r', "MNU_RANDOM", SCClass, CR_UNTRANSLATED } // [RH]
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{ 1,1, 'f', "$MNU_FIGHTER", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'c', "$MNU_CLERIC", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'm', "$MNU_MAGE", SCClass, CR_UNTRANSLATED },
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{ 1,1, 'r', "$MNU_RANDOM", SCClass, CR_UNTRANSLATED } // [RH]
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};
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static oldmenu_t ClassMenu =
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|
@ -382,8 +382,8 @@ oldmenu_t EpiDef =
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//
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static oldmenuitem_t FilesItems[] =
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{
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{1,1,'l',"MNU_LOADGAME",M_LoadGame, CR_UNTRANSLATED},
|
||||
{1,1,'s',"MNU_SAVEGAME",M_SaveGame, CR_UNTRANSLATED}
|
||||
{1,1,'l',"$MNU_LOADGAME",M_LoadGame, CR_UNTRANSLATED},
|
||||
{1,1,'s',"$MNU_SAVEGAME",M_SaveGame, CR_UNTRANSLATED}
|
||||
};
|
||||
|
||||
static oldmenu_t FilesMenu =
|
||||
|
@ -3208,8 +3208,9 @@ void M_Drawer ()
|
|||
color = CR_RED;
|
||||
}
|
||||
}
|
||||
screen->DrawText (color, x, y,
|
||||
GStrings(currentMenu->menuitems[i].name),
|
||||
const char *text = currentMenu->menuitems[i].name;
|
||||
if (*text == '$') text = GStrings(text+1);
|
||||
screen->DrawText (color, x, y, text,
|
||||
DTA_Clean, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -6,22 +6,22 @@ skill baby
|
|||
DamageFactor 0.5
|
||||
EasyBossBrain
|
||||
SpawnFilter "Easy"
|
||||
Name "MNU_WETNURSE"
|
||||
Name "$MNU_WETNURSE"
|
||||
|
||||
skill easy
|
||||
DoubleAmmoFactor 1.5
|
||||
SpawnFilter "Easy"
|
||||
Name "MNU_YELLOWBELLIES"
|
||||
Name "$MNU_YELLOWBELLIES"
|
||||
|
||||
skill normal
|
||||
DoubleAmmoFactor 1.5
|
||||
SpawnFilter "Normal"
|
||||
Name "MNU_BRINGEST"
|
||||
Name "$MNU_BRINGEST"
|
||||
|
||||
skill hard
|
||||
DoubleAmmoFactor 1.5
|
||||
SpawnFilter "Hard"
|
||||
Name "MNU_SMITE"
|
||||
Name "$MNU_SMITE"
|
||||
|
||||
skill nightmare
|
||||
AmmoFactor 1.5
|
||||
|
@ -29,7 +29,7 @@ skill nightmare
|
|||
FastMonsters
|
||||
DisableCheats
|
||||
SpawnFilter "Hard"
|
||||
Name "MNU_BLACKPLAGUE"
|
||||
Name "$MNU_BLACKPLAGUE"
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -8,34 +8,34 @@ skill baby
|
|||
EasyBossBrain
|
||||
SpawnFilter "Easy"
|
||||
Name "MNU_WETNURSE"
|
||||
PlayerClassName "fighter" "MNU_SQUIRE"
|
||||
PlayerClassName "cleric" "MNU_ALTARBOY"
|
||||
PlayerClassName "mage" "MNU_APPRENTICE"
|
||||
PlayerClassName "fighter" "$MNU_SQUIRE"
|
||||
PlayerClassName "cleric" "$MNU_ALTARBOY"
|
||||
PlayerClassName "mage" "$MNU_APPRENTICE"
|
||||
|
||||
|
||||
skill easy
|
||||
DoubleAmmoFactor 1.5
|
||||
SpawnFilter "Easy"
|
||||
Name "MNU_YELLOWBELLIES"
|
||||
PlayerClassName "fighter" "MNU_KNIGHT"
|
||||
PlayerClassName "cleric" "MNU_ACOLYTE"
|
||||
PlayerClassName "mage" "MNU_ENCHANTER"
|
||||
PlayerClassName "fighter" "$MNU_KNIGHT"
|
||||
PlayerClassName "cleric" "$MNU_ACOLYTE"
|
||||
PlayerClassName "mage" "$MNU_ENCHANTER"
|
||||
|
||||
skill normal
|
||||
DoubleAmmoFactor 1.5
|
||||
SpawnFilter "Normal"
|
||||
Name "MNU_BRINGEST"
|
||||
PlayerClassName "fighter" "MNU_WARRIOR"
|
||||
PlayerClassName "cleric" "MNU_PRIEST"
|
||||
PlayerClassName "mage" "MNU_SORCERER"
|
||||
PlayerClassName "fighter" "$MNU_WARRIOR"
|
||||
PlayerClassName "cleric" "$MNU_PRIEST"
|
||||
PlayerClassName "mage" "$MNU_SORCERER"
|
||||
|
||||
skill hard
|
||||
DoubleAmmoFactor 1.5
|
||||
SpawnFilter "Hard"
|
||||
Name "MNU_SMITE"
|
||||
PlayerClassName "fighter" "MNU_BERSERKER"
|
||||
PlayerClassName "cleric" "MNU_CARDINAL"
|
||||
PlayerClassName "mage" "MNU_WARLOCK"
|
||||
PlayerClassName "fighter" "$MNU_BERSERKER"
|
||||
PlayerClassName "cleric" "$MNU_CARDINAL"
|
||||
PlayerClassName "mage" "$MNU_WARLOCK"
|
||||
|
||||
skill nightmare
|
||||
AmmoFactor 1.5
|
||||
|
@ -44,9 +44,9 @@ skill nightmare
|
|||
DisableCheats
|
||||
SpawnFilter "Hard"
|
||||
Name "MNU_BLACKPLAGUE"
|
||||
PlayerClassName "fighter" "MNU_TITAN"
|
||||
PlayerClassName "cleric" "MNU_POPE"
|
||||
PlayerClassName "mage" "MNU_ARCHMAGE"
|
||||
PlayerClassName "fighter" "$MNU_TITAN"
|
||||
PlayerClassName "cleric" "$MNU_POPE"
|
||||
PlayerClassName "mage" "$MNU_ARCHMAGE"
|
||||
|
||||
|
||||
clusterdef 1
|
||||
|
|
Loading…
Reference in a new issue