Fixed incorrect fullscreen hud scaling (default scale/scale to fullscreen were swapped by mistake).

Fixed inventory bar having a blank space to the right if no next item is present (tends to happen when you only have two items).
Added "no pistol at spawn" option.
Added a hint of another prototype feature.
This commit is contained in:
Marisa the Magician 2019-09-05 14:32:14 +02:00
commit ee8e612f48
6 changed files with 136 additions and 10 deletions

View file

@ -1,22 +1,76 @@
user int stinger_hudmode = 0; // hud mode
// 0 - full, large numbers, cummulative armor
// 1 - full, small numbers, individial armor
// 2 - all on bottom
// 3 - bottom corners only, no numbers
// 4 - minimal display on bottom right corner
// 5 - minimalistic top hud from 0.871 and up
user int stinger_introtype = 0; // 0 - unreal '98
// 1 - unreal '97
// 2 - unreal '96
// 3 - unreal '95
server bool sting_telegun = false; // enable teleport capsules
// basically this game's own
// translocator before the translocator
// even existed
server bool sting_flares = false; // enable light/dark flares
// only one can be active at a time
// for balance and performance reasons
server bool sting_stinger = false; // unreal bible stinger detonation
// (projectiles attach to target and
// explode when hurt by splash damage
// or when target moves at high speed
// then comes to a sudden stop)
server bool sting_stingerb = false; // stinger projectiles bounce up to
// three times if they don't hit a
// surface straight on. this was a
// thing all the way until 0.86
// strangely, the bBounce flag still
// remained on the projectile but since
// then it was hardcoded to explode
// when it hit a wall anyway
server bool sting_rifle = false; // old rifle burst altfire
// three rapid shots
server bool sting_riflel = false; // old rifle flashlight
// it's independent from the scope
// since that mesh part already is...
// you know... a scope
server bool sting_razor = false; // razorjack blade charging
// hold primary fire to increase the
// spin up to 3x
server bool sting_flamet = false; // use flamethrower model based on old
// design and texture rather than the
// modern redesign
server bool sting_automags = false; // automag dual wielding
// oldskool did this, and you'll come
// to realize that it wasn't a good
// idea balance-wise
server bool sting_protomags = false; // protomag dual wielding
// just for the sake of completion
// plus the off-hand mag will use the
// alternate skin
server bool sting_dpistol = false; // d.pistol altfire always level 0
// I always found this thing odd about
// the weapon, but it's very likely
// that this was kept like this for
// the sake of balance
server bool sting_pshield = false; // p.shield does not drain over time
// this is unbalanced as all hell and
// it's not recommended to enable the
// compatibility option unless you are
// a die-hard purist who despises the
// change
server bool sting_nopstart = false; // players start only with the
// dispersion pistol, otherwise they
// also get an automag for the sake
// of consistency with doom defaults
user bool sting_transext = false; // use an extended translator graphic
// to fit more text
// thanks Kynikoss for this, it's much
// better than the trash garbage mods
// use
server bool sting_olsmp = false; // adds the stupid oldskool SMP 7243 to
// the BFG/Redeemer replacement pool
// this weapon is dumb, but just for
// the sake of completion it's there as
// an option