Added per-frame update option to Redeemer Readout. Began work on blood and gore features (mostly functional at the moment).
36 lines
3.4 KiB
Text
36 lines
3.4 KiB
Text
user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
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user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
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server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
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server bool flak_enforcerreload = false; // enforcer can reload
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user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
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user bool flak_redeemerreadout_perframe = false; // target readout updates per-frame rather than per-tic. experimental for asmjit performance testing (seems to work well so far)
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user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
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user color flak_colorcustom = "00 80 ff"; // custom hud color
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user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
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// 16 means fully opaque, everything else is just additive with gradually lowering alpha
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// status is never fully opaque (clamped under 16)
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// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
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user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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user bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled)
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user bool flak_showammo = true; // show ammo counters
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user bool flak_showfrags = true; // show kill/frag count
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user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
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user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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user bool flak_footsteps = true; // players make footstep sounds
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server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
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user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
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user bool flak_deemershader = false; // fancy blur/grain/tint shader
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server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
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server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
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server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
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server bool flak_doomaircontrol = false; // keep Doom's limited air control when using UT movement
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server bool flak_nobosstelefrag = false; // disable telefragging of boss monsters (useful when translocator is enabled)
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server bool flak_nowalkdrop = false; // don't drop off ledges while holding walk key (glitchy)
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server bool flak_corpsedamage = false; // [WIP/EXPERIMENTAL] allow corpses to take damage and be gibbed, currently just causes a jump to XDeath until gore system is implemented
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server bool flak_swingers = true; // weapon recoil that affects player view
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server float flak_swingerstrength = 0.5; // strength of visual recoil
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server bool flak_radboots = true; // jump boots protect against damaging floors (this is to account for the lack of a radsuit)
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server bool flak_blood = true; // use doom tournament blood (disable if using another gore mod)
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server bool flak_gibs = true; // use doom tournament gibbing (disable if using another gore mod)
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