flak_m/cvarinfo.txt
Marisa Kirisame d763744234 Add option to give Redeemer lowest selection priority so it's not autoselected when out of ammo on other weapons (enabled by default).
Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models".
Re-ran all textures through optipng.
All add-ons have been updated accordingly.
2018-08-13 15:54:45 +02:00

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user int flak_protomenu = 0;
user bool flak_showmenu = true;
server bool flak_pulsereload = false;
server bool flak_enforcerreload = false;
user bool flak_redeemerreadout = true;
user int flak_colorprefs = 2;
user color flak_colorcustom = "00 80 ff";
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
// status is never fully opaque (clamped under 16)
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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)
user bool flak_showammo = true;
user bool flak_showfrags = true;
user bool flak_showinfo = true;
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
user bool flak_footsteps = true;
server bool flak_translocator = false;
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo