I decided on making it default to the old style. The alternate model will be available as a separate add-on, rather than use a cvar, because damn if that was complicated to add. Fix Impaler select anim when thrown and picked back up.
86 lines
3.8 KiB
Text
86 lines
3.8 KiB
Text
user int stinger_hudmode = 0; // hud mode
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// 0 - full, large numbers, cummulative armor
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// 1 - full, small numbers, individial armor
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// 2 - all on bottom
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// 3 - bottom corners only, no numbers
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// 4 - minimal display on bottom right corner
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// 5 - minimalistic top hud from 0.871 and up
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user int stinger_introtype = 0; // 0 - unreal '98
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// 1 - unreal '97
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// 2 - unreal '96
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// 3 - unreal '95
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server bool sting_telegun = false; // enable teleport capsules
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// basically this game's own
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// translocator before the translocator
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// even existed
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server bool sting_flares = false; // enable light/dark flares
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// only one can be active at a time
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// for balance and performance reasons
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server bool sting_stinger = false; // unreal bible stinger detonation
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// (projectiles attach to target and
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// explode when hurt by splash damage
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// or when target moves at high speed
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// then comes to a sudden stop)
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server bool sting_stingerb = false; // stinger projectiles bounce up to
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// three times if they don't hit a
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// surface straight on. this was a
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// thing all the way until 0.86
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// strangely, the bBounce flag still
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// remained on the projectile but since
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// then it was hardcoded to explode
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// when it hit a wall anyway
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server bool sting_rifle = false; // old rifle burst altfire
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// three rapid shots
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server bool sting_riflel = false; // old rifle flashlight
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// it's independent from the scope
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// since that mesh part already is...
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// you know... a scope
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server bool sting_razor = false; // razorjack blade charging
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// hold primary fire to increase the
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// spin up to 3 levels
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server bool sting_automags = false; // automag dual wielding
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// oldskool did this, and you'll come
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// to realize that it wasn't a good
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// idea balance-wise
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server bool sting_protomags = false; // protomag dual wielding
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// just for the sake of completion
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// plus the off-hand mag will use the
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// alternate skin
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server bool sting_dpistol = false; // d.pistol altfire always level 0
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// I always found this thing odd about
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// the weapon, but it's very likely
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// that this was kept like this for
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// the sake of balance
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server bool sting_pshield = false; // p.shield does not drain over time
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// this is unbalanced as all hell and
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// it's not recommended to enable the
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// compatibility option unless you are
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// a die-hard purist who despises the
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// change
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server bool sting_nopstart = false; // players start only with the
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// dispersion pistol, otherwise they
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// also get an automag for the sake
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// of consistency with doom defaults
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user bool sting_transext = false; // use an extended translator graphic
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// to fit more text
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// thanks Kynikoss for this, it's much
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// better than the trash garbage mods
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// use
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server bool sting_olsmp = false; // adds the stupid oldskool SMP 7243 to
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// the BFG/Redeemer replacement pool
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// this weapon is dumb, but just for
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// the sake of completion it's there as
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// an option
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server bool sting_msentry = false; // allows the new Minigun Sentry, which
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// is an original creation for this mod
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server bool sting_dubious = false; // allows weapons of dubious origin
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// (Demolisher, Razorclaw, Autocannon)
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server bool sting_autoscuba = false; // SCUBA gear toggles automatically
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// when needed
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server bool sting_ehold = false; // eightball can be held fully loaded
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// for up to 2 seconds
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server bool sting_bhold = false; // biorifle can be held fully loaded
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// for up to 2 seconds
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server bool sting_razoraim = false; // razorjack alt follows aim instead of
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// being steered by player rotation
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server bool sting_biosplash = false; // biorifle alt splashes like in ut
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