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 3 levels 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 server bool sting_msentry = false; // allows the new Minigun Sentry, which // is an original creation for this mod server bool sting_dubious = false; // allows weapons of dubious origin // (Demolisher, Razorclaw, Autocannon) server bool sting_autoscuba = false; // SCUBA gear toggles automatically // when needed server bool sting_ehold = false; // eightball can be held fully loaded // for up to 2 seconds server bool sting_bhold = false; // biorifle can be held fully loaded // for up to 2 seconds server bool sting_razoraim = false; // razorjack alt follows aim instead of // being steered by player rotation server bool sting_biosplash = false; // biorifle alt splashes like in ut server bool sting_flametspread = false; // targets on fire spread the flames // to anyone nearby (may be op)