mirror of
https://github.com/ZDoom/raze-gles.git
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- 5 more Blood exclusive CVARs.
This commit is contained in:
parent
8431266d27
commit
3f48ecd479
7 changed files with 46 additions and 61 deletions
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@ -83,20 +83,15 @@ int32_t gDetail;
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int32_t gMouseAim;
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int32_t gWeaponSwitch;
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int32_t gAutoRun;
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int32_t gViewInterpolate;
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int32_t gViewHBobbing;
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int32_t gViewVBobbing;
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int32_t gFollowMap;
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int32_t gOverlayMap;
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int32_t gRotateMap;
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int32_t gSlopeTilting;
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int32_t gMessageState;
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int32_t gMessageCount;
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int32_t gMessageTime;
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int32_t gMessageFont;
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int32_t gbAdultContent;
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char gzAdultPassword[9];
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int32_t gShowWeapon;
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int32_t gMouseSensitivity;
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int32_t gMouseAiming;
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int32_t gMouseAimingFlipped;
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@ -350,19 +345,15 @@ void CONFIG_SetDefaults(void)
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gTurnSpeed = 92;
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gDetail = 4;
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gAutoRun = 0;
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gViewInterpolate = 1;
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gViewHBobbing = 1;
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gViewVBobbing = 1;
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gFollowMap = 1;
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gOverlayMap = 0;
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gRotateMap = 0;
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gSlopeTilting = 0;
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gMessageState = 1;
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gMessageCount = 4;
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gMessageTime = 5;
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gMessageFont = 0;
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gbAdultContent = 0;
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gShowWeapon = 0;
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gzAdultPassword[0] = 0;
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gMouseAimingFlipped = 0;
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@ -64,20 +64,15 @@ extern int32_t gTurnSpeed;
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extern int32_t gDetail;
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extern int32_t gWeaponSwitch;
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extern int32_t gAutoRun;
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extern int32_t gViewInterpolate;
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extern int32_t gViewHBobbing;
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extern int32_t gViewVBobbing;
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extern int32_t gFollowMap;
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extern int32_t gOverlayMap;
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extern int32_t gRotateMap;
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extern int32_t gSlopeTilting;
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extern int32_t gMessageState;
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extern int32_t gMessageCount;
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extern int32_t gMessageTime;
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extern int32_t gMessageFont;
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extern int32_t gbAdultContent;
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extern char gzAdultPassword[9];
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extern int32_t gShowWeapon;
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extern int32_t gMouseSensitivity;
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extern int32_t gMouseAiming;
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extern int32_t gMouseAimingFlipped;
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@ -295,7 +295,7 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Show_Opponents_Weapon))
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{
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CONTROL_ClearButton(gamefunc_Show_Opponents_Weapon);
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gShowWeapon = !gShowWeapon;
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cl_showweapon = !cl_showweapon;
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}
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if (BUTTON(gamefunc_Jump))
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@ -228,10 +228,10 @@ CGameMenuItemSlider sliderSound("SOUND:", 3, 66, 80, 180, snd_fxvolume, 0, 256,
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CGameMenuItemSlider sliderCDAudio("CD AUDIO:", 3, 66, 90, 180, CDVolume, 0, 256, 48, SetCDVol, -1, -1);
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CGameMenuItemZBool bool3DAudio("3D AUDIO:", 3, 66, 100, 180, snd_doppler, SetDoppler, NULL, NULL);
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CGameMenuItemZBool boolCrosshair("CROSSHAIR:", 3, 66, 110, 180, cl_crosshair, SetCrosshair, NULL, NULL);
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CGameMenuItemZBool boolShowWeapons("SHOW WEAPONS:", 3, 66, 120, 180, gShowWeapon, SetShowWeapons, NULL, NULL);
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CGameMenuItemZBool boolSlopeTilting("SLOPE TILTING:", 3, 66, 130, 180, gSlopeTilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool boolViewBobbing("VIEW BOBBING:", 3, 66, 140, 180, gViewVBobbing, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool boolViewSwaying("VIEW SWAYING:", 3, 66, 150, 180, gViewHBobbing, SetViewSwaying, NULL, NULL);
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CGameMenuItemZBool boolShowWeapons("SHOW WEAPONS:", 3, 66, 120, 180, cl_showweapon, SetShowWeapons, NULL, NULL);
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CGameMenuItemZBool boolSlopeTilting("SLOPE TILTING:", 3, 66, 130, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool boolViewBobbing("VIEW BOBBING:", 3, 66, 140, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool boolViewSwaying("VIEW SWAYING:", 3, 66, 150, 180, cl_viewhbob, SetViewSwaying, NULL, NULL);
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CGameMenuItem7EE34 itemOption2("VIDEO MODE...", 3, 0, 160, 320, 1);
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CGameMenuItemChain itemChainParentalLock("PARENTAL LOCK", 3, 0, 170, 320, 1, &menuParentalLock, -1, NULL, 0);
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@ -403,10 +403,10 @@ CGameMenuItemTitle itemOptionsGameTitle("GAME SETUP", 1, 160, 20, 2038);
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CGameMenuItemZBool itemOptionsGameBoolWeaponsV10X("V1.0x WEAPONS BALANCE:", 3, 66, 130, 180, gWeaponsV10x, SetWeaponsV10X, NULL, NULL);
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///////////////////
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CGameMenuItemZBool itemOptionsGameBoolShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, gShowWeapon, SetShowWeapons, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, gSlopeTilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, gViewVBobbing, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewSwaying("VIEW SWAYING:", 3, 66, 100, 180, gViewHBobbing, SetViewSwaying, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, cl_showweapon, SetShowWeapons, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewSwaying("VIEW SWAYING:", 3, 66, 100, 180, cl_viewhbob, SetViewSwaying, NULL, NULL);
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CGameMenuItemZCycle itemOptionsGameBoolAutoAim("AUTO AIM:", 3, 66, 110, 180, 0, SetAutoAim, pzAutoAimStrings, ARRAY_SSIZE(pzAutoAimStrings), 0);
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CGameMenuItemZCycle itemOptionsGameWeaponSwitch("EQUIP PICKUPS:", 3, 66, 120, 180, 0, SetWeaponSwitch, pzWeaponSwitchStrings, ARRAY_SSIZE(pzWeaponSwitchStrings), 0);
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CGameMenuItemChain itemOptionsGameChainParentalLock("PARENTAL LOCK", 3, 0, 120, 320, 1, &menuParentalLock, -1, NULL, 0);
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@ -752,10 +752,10 @@ void SetupOptionsOldMenu(void)
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sliderSound.nValue = ClipRange(snd_fxvolume, sliderSound.nRangeLow, sliderSound.nRangeHigh);
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bool3DAudio.at20 = snd_doppler;
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boolCrosshair.at20 = cl_crosshair;
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boolShowWeapons.at20 = gShowWeapon;
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boolSlopeTilting.at20 = gSlopeTilting;
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boolViewBobbing.at20 = gViewVBobbing;
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boolViewSwaying.at20 = gViewHBobbing;
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boolShowWeapons.at20 = cl_showweapon;
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boolSlopeTilting.at20 = cl_slopetilting;
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boolViewBobbing.at20 = cl_viewvbob;
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boolViewSwaying.at20 = cl_viewhbob;
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boolMessages.at20 = gGameMessageMgr.state;
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menuOptionsOld.Add(&itemOptionsTitle, false);
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menuOptionsOld.Add(&itemOption1, true);
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@ -1118,10 +1118,10 @@ void SetupOptionsMenu(void)
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//menuOptionsGame.Add(&itemOptionsGameChainParentalLock, false);
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menuOptionsGame.Add(&itemBloodQAV, false);
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itemOptionsGameBoolShowWeapons.at20 = gShowWeapon;
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itemOptionsGameBoolSlopeTilting.at20 = gSlopeTilting;
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itemOptionsGameBoolViewBobbing.at20 = gViewVBobbing;
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itemOptionsGameBoolViewSwaying.at20 = gViewHBobbing;
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itemOptionsGameBoolShowWeapons.at20 = cl_showweapon;
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itemOptionsGameBoolSlopeTilting.at20 = cl_slopetilting;
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itemOptionsGameBoolViewBobbing.at20 = cl_viewvbob;
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itemOptionsGameBoolViewSwaying.at20 = cl_viewhbob;
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itemOptionsGameBoolAutoAim.m_nFocus = cl_autoaim;
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itemOptionsGameWeaponSwitch.m_nFocus = (gWeaponSwitch&1) ? ((gWeaponSwitch&2) ? 1 : 2) : 0;
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@ -1401,22 +1401,22 @@ void SetWeaponsV10X(CGameMenuItemZBool* pItem)
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void SetShowWeapons(CGameMenuItemZBool *pItem)
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{
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gShowWeapon = pItem->at20;
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cl_showweapon = pItem->at20;
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}
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void SetSlopeTilting(CGameMenuItemZBool *pItem)
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{
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gSlopeTilting = pItem->at20;
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cl_slopetilting = pItem->at20;
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}
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void SetViewBobbing(CGameMenuItemZBool *pItem)
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{
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gViewVBobbing = pItem->at20;
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cl_viewvbob = pItem->at20;
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}
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void SetViewSwaying(CGameMenuItemZBool *pItem)
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{
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gViewHBobbing = pItem->at20;
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cl_viewhbob = pItem->at20;
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}
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void SetDetail(CGameMenuItemSlider *pItem)
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@ -2208,7 +2208,7 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t
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}
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int nSprite = pTSprite->owner;
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if (gViewInterpolate && TestBitString(gInterpolateSprite, nSprite) && !(pTSprite->flags&512))
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if (cl_interpolate && TestBitString(gInterpolateSprite, nSprite) && !(pTSprite->flags&512))
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{
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LOCATION *pPrevLoc = &gPrevSpriteLoc[nSprite];
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pTSprite->x = interpolate(pPrevLoc->x, pTSprite->x, gInterpolate);
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@ -2514,7 +2514,7 @@ void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t
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viewAddEffect(nTSprite, VIEW_EFFECT_13);
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}
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if (gShowWeapon && gGameOptions.nGameType > 0 && gView) {
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if (cl_showweapon && gGameOptions.nGameType > 0 && gView) {
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viewAddEffect(nTSprite, VIEW_EFFECT_12);
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}
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@ -3062,7 +3062,7 @@ void viewDrawScreen(void)
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{
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gInterpolate = ClipRange(gInterpolate, 0, 65536);
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}
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if (gViewInterpolate)
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if (cl_interpolate)
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{
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CalcInterpolations();
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}
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@ -3093,7 +3093,7 @@ void viewDrawScreen(void)
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int v4c = gView->at53;
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int v48 = gView->at4f;
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int nSectnum = gView->pSprite->sectnum;
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if (gViewInterpolate)
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if (cl_interpolate)
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{
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if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
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{
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@ -3137,16 +3137,16 @@ void viewDrawScreen(void)
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q16horiz += fix16_from_int(mulscale30(0x40000000-Cos(gView->at35e<<2), 30));
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if (gViewPos == 0)
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{
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if (gViewHBobbing)
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if (cl_viewhbob)
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{
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cX -= mulscale30(v74, Sin(fix16_to_int(cA)))>>4;
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cY += mulscale30(v74, Cos(fix16_to_int(cA)))>>4;
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}
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if (gViewVBobbing)
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if (cl_viewvbob)
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{
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cZ += v8c;
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}
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if (gSlopeTilting)
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if (cl_slopetilting)
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{
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q16horiz += q16slopehoriz;
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}
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@ -3581,7 +3581,7 @@ RORHACK:
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{
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viewDrawText(0, errMsg, 160, 20, 0, 0, 1, 0);
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}
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if (gViewInterpolate)
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if (cl_interpolate)
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{
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RestoreInterpolations();
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}
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@ -22,9 +22,17 @@ CVARD(Bool, cl_obituaries, true, CVAR_ARCHIVE, "enable/disable multiplayer death
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CVARD(Bool, cl_democams, true, CVAR_ARCHIVE, "enable/disable demo playback cameras") // Not implemented for Blood
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CVARD(Bool, cl_idplayers, true, CVAR_ARCHIVE, "enable/disable name display when aiming at opponents") // Not implemented for Blood
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CVARD(Bool, cl_showcoords, false, 0, "show your position in the game world") // This is a debug oprion in its current form, not implemented in Blood
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CVARD(Bool, cl_viewbob, true, CVAR_ARCHIVE, "enable/disable player head bobbing") // Not implemented for Blood
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CVARD(Bool, cl_weaponsway, true, CVAR_ARCHIVE, "enable/disable player weapon swaying") // Not implemented for Blood
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// Todo: Consolidate these to be consistent across games?
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CVARD(Bool, cl_viewbob, true, CVAR_ARCHIVE, "enable/disable player head bobbing") // Not implemented for Blood
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CVARD(Bool, cl_viewhbob, true, CVAR_ARCHIVE, "enable/disable view horizontal bobbing") // Only implemented in Blood
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CVARD(Bool, cl_viewvbob, true, CVAR_ARCHIVE, "enable/disable view vertical bobbing") // Only implemented in Blood
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CVARD(Bool, cl_interpolate, true, CVAR_ARCHIVE, "enable/disable view interpolation") // only implemented in Blood
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CVARD(Bool, cl_slopetilting, false, CVAR_ARCHIVE, "enable/disable slope tilting") // only implemented in Blood
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CVARD(Bool, cl_showweapon, true, CVAR_ARCHIVE, "enable/disable show weapons") // only implemented in Blood
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE, "enable/disable weapon autoaim")
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{
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if (self < 0 || self > (playing_blood? 2 : 3)) self = 1; // The Shadow Warrior backend only has a bool for this.
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@ -169,9 +177,6 @@ CUSTOM_CVARD(Int, mus_volume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls mus
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{ "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
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{ "vid_gamma","adjusts gamma component of gamma ramp",(void *)&g_videoGamma, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "vid_contrast","adjusts contrast component of gamma ramp",(void *)&g_videoContrast, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "vid_brightness","adjusts brightness component of gamma ramp",(void *)&g_videoBrightness, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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};
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@ -253,10 +258,7 @@ CUSTOM_CVARD(Int, mus_volume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls mus
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{ "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
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{ "vid_gamma","adjusts gamma component of gamma ramp",(void *)&g_videoGamma, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "vid_contrast","adjusts contrast component of gamma ramp",(void *)&g_videoContrast, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "vid_brightness","adjusts brightness component of gamma ramp",(void *)&g_videoBrightness, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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{ "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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};
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osdcmd_cheatsinfo_stat.cheatnum = -1;
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@ -282,11 +284,6 @@ int32_t registerosdcommands(void)
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char buffer[256];
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static osdcvardata_t cvars_game[] =
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{
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{ "cl_interpolate", "enable/disable view interpolation", (void *)&gViewInterpolate, CVAR_BOOL, 0, 1 },
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{ "cl_viewhbob", "enable/disable view horizontal bobbing", (void *)&gViewHBobbing, CVAR_BOOL, 0, 1 },
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{ "cl_viewvbob", "enable/disable view vertical bobbing", (void *)&gViewVBobbing, CVAR_BOOL, 0, 1 },
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{ "cl_slopetilting", "enable/disable slope tilting", (void *)&gSlopeTilting, CVAR_BOOL, 0, 1 },
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{ "cl_showweapon", "enable/disable show weapons", (void *)&gShowWeapon, CVAR_BOOL, 0, 1 },
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{ "cl_weaponswitch", "enable/disable auto weapon switching", (void *)&gWeaponSwitch, CVAR_INT|CVAR_MULTI, 0, 3 },
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//
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@ -347,10 +344,6 @@ int32_t registerosdcommands(void)
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//
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// { "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
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//
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{ "vid_gamma","adjusts gamma component of gamma ramp",(void *)&g_videoGamma, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "vid_contrast","adjusts contrast component of gamma ramp",(void *)&g_videoContrast, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "vid_brightness","adjusts brightness component of gamma ramp",(void *)&g_videoBrightness, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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// { "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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};
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//
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@ -16,6 +16,12 @@ EXTERN_CVAR(Bool, cl_idplayers)
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EXTERN_CVAR(Bool, cl_showcoords)
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EXTERN_CVAR(Bool, cl_viewbob)
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EXTERN_CVAR(Bool, cl_weaponsway)
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EXTERN_CVAR(Bool, cl_viewhbob)
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EXTERN_CVAR(Bool, cl_viewvbob)
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EXTERN_CVAR(Bool, cl_interpolate)
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EXTERN_CVAR(Bool, cl_slopetilting)
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EXTERN_CVAR(Bool, cl_showweapon)
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EXTERN_CVAR(Bool, demorec_diffcompress_cvar)
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EXTERN_CVAR(Bool, demorec_synccompress_cvar)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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