mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 19:50:45 +00:00
- Blood: Expose legacy 1.0 weapon handling game option as a CVAR.
This commit is contained in:
parent
7522a3e359
commit
17b2154e9a
5 changed files with 3 additions and 9 deletions
|
@ -85,6 +85,7 @@ CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon
|
||||||
CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
|
CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
|
||||||
CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
|
CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
|
||||||
CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
|
CVARD(Bool, cl_bloodhudinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
|
||||||
|
CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
|
||||||
|
|
||||||
|
|
||||||
CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
|
CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
|
||||||
|
|
|
@ -30,6 +30,7 @@ EXTERN_CVAR(Bool, cl_hudinterpolation)
|
||||||
EXTERN_CVAR(Bool, cl_bloodvanillarun)
|
EXTERN_CVAR(Bool, cl_bloodvanillarun)
|
||||||
EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
|
EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
|
||||||
EXTERN_CVAR(Bool, cl_bloodhudinterp)
|
EXTERN_CVAR(Bool, cl_bloodhudinterp)
|
||||||
|
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
|
||||||
|
|
||||||
EXTERN_CVAR(Bool, demorec_seeds_cvar)
|
EXTERN_CVAR(Bool, demorec_seeds_cvar)
|
||||||
EXTERN_CVAR(Bool, demoplay_diffs)
|
EXTERN_CVAR(Bool, demoplay_diffs)
|
||||||
|
|
|
@ -92,7 +92,7 @@ void StartLevel(MapRecord* level, bool newgame)
|
||||||
if (gGameOptions.nGameType == 0)
|
if (gGameOptions.nGameType == 0)
|
||||||
{
|
{
|
||||||
///////
|
///////
|
||||||
gGameOptions.weaponsV10x = gWeaponsV10x;
|
gGameOptions.weaponsV10x = cl_bloodoldweapbalance;
|
||||||
///////
|
///////
|
||||||
}
|
}
|
||||||
#if 0
|
#if 0
|
||||||
|
|
|
@ -39,8 +39,4 @@ bool gInfiniteAmmo;
|
||||||
int32_t gDeliriumBlur = 1;
|
int32_t gDeliriumBlur = 1;
|
||||||
bool gFogMode = false;
|
bool gFogMode = false;
|
||||||
|
|
||||||
//////////
|
|
||||||
int gWeaponsV10x;
|
|
||||||
/////////
|
|
||||||
|
|
||||||
END_BLD_NS
|
END_BLD_NS
|
||||||
|
|
|
@ -39,10 +39,6 @@ extern bool gNoClip;
|
||||||
extern bool gInfiniteAmmo;
|
extern bool gInfiniteAmmo;
|
||||||
extern int32_t gDeliriumBlur;
|
extern int32_t gDeliriumBlur;
|
||||||
|
|
||||||
///////
|
|
||||||
extern int gWeaponsV10x;
|
|
||||||
//////
|
|
||||||
|
|
||||||
extern bool gFogMode;
|
extern bool gFogMode;
|
||||||
|
|
||||||
END_BLD_NS
|
END_BLD_NS
|
||||||
|
|
Loading…
Reference in a new issue