Added option to still draw the precise crosshair even if crosshairs are disabled in the HUD settings.

(Mostly useful just for me because I regularly switch between this and Lithium and I use the "juicer" there instead).
This commit is contained in:
Mari the Deer 2022-04-12 16:37:35 +02:00
commit 1e654de697
7 changed files with 12 additions and 12 deletions

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@ -72,7 +72,7 @@ server bool swwm_shotgib = true; // buckshot can gib (some people don't like th
user bool swwm_collectanim = true; // player special gestures for collectables (first person only)
user bool swwm_collectanimkey = true; // same but for key items
server bool swwm_shadows = true; // enables blob shadows under mod entities, like in UT (except it also affects inventory items)
nosave bool swwm_precisecrosshair = true; // use mod's own, more precise crosshair
nosave int swwm_precisecrosshair = 1; // use mod's own, more precise crosshair (2 - force even when crosshair is not on)
nosave bool swwm_ldspoil = false; // [LD] always shows "Legendary" prefix on Legendary monsters, otherwise only when they've transformed
nosave bool swwm_camhud = false; // keep full hud visible when operating cameras, otherwise only shows messages
server bool swwm_uncapalert = false; // all noise alerts have infinite range

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@ -318,7 +318,7 @@ TOOLTIP_SWWM_ENEMYDROPS = "By default, enemies only drop ammo for a better progr
TOOLTIP_SWWM_SHOTGIB = "Some people don't like this for some reason, so here it is as an option.";
TOOLTIP_SWWM_COLLECTANIM = "Play special first person animations when picking up collectibles.";
TOOLTIP_SWWM_SHADOWS = "Enables round shadows for various entities, combine with sprite shadows for best effect. Requires a map restart.";
TOOLTIP_SWWM_PRECISECROSSHAIR = "Projects crosshair onto the spot the weapon will actually hit, rather than staying in the center of the screen.";
TOOLTIP_SWWM_PRECISECROSSHAIR = "Projects crosshair onto the spot the weapon will actually hit, rather than staying in the center of the screen. (\"Always\" will draw the crosshair even if it's normally toggled off, useful if you regularly switch to other mods where it's recommended to be disabled)";
TOOLTIP_SWWM_LDSPOIL = "[LegenDoom] Always show the \"Legendary\" prefix on healthbar tags, rather than after the monster has transformed. Disable if you'd rather not spoil the surprise.";
TOOLTIP_SWWM_CAMHUD = "By default, when the player is looking through a camera, most HUD elements excluding messages will be hidden. Set this to keep the full HUD.";
TOOLTIP_SWWM_UNCAPALERT = "If enabled, all weapons and projectiles will have infinite noise radius. May fix maps that employ vanilla-style teleport traps.";

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@ -321,7 +321,7 @@ TOOLTIP_SWWM_ENEMYDROPS = "Por defecto, los enemigos solo dropean munición para
TOOLTIP_SWWM_SHOTGIB = "Hay gente a la que no le gusta esto por alguna razón, así que aquí está como opción.";
TOOLTIP_SWWM_COLLECTANIM = "Muestra animaciones especiales en primera persona al recoger coleccionables.";
TOOLTIP_SWWM_SHADOWS = "Activa sombras redondas para varias entidades, combina con sombras de sprites para un mejor efecto. Requiere un reinicio de mapa.";
TOOLTIP_SWWM_PRECISECROSSHAIR = "Proyecta la mira en el punto que el arma alcanzará, en vez de quedarse en el centro de la pantalla.";
TOOLTIP_SWWM_PRECISECROSSHAIR = "Proyecta la mira en el punto que el arma alcanzará, en vez de quedarse en el centro de la pantalla. (\"Siempre\" dibuja la mira aunque esté normalmente desactivada, útil si alternas regularmente con jugar mods en los que se recomienda desactivarla)";
TOOLTIP_SWWM_LDSPOIL = "[LegenDoom] Muestra siempre el sufijo de \"Legendario\" en las etiquetas de barra de vida, en lugar de despues de que el enemigo se haya transformado. Desactiva si prefieres no estropear la sorpresa.";
TOOLTIP_SWWM_CAMHUD = "Por defecto, cuando el jugador está mirando por una cámara, la mayor parte de elementos del HUD excluyendo mensajes son ocultados. Activa esto para mantener el HUD completo.";
TOOLTIP_SWWM_UNCAPALERT = "Si se activa, todas las armas y proyectiles tendrán un rango de ruido ilimitado. Puede arreglar mapas que usan trampas de teletransporte estilo vanilla.";

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.9 \cu(Thu 14 Apr 11:01:34 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.2.9 \cu(2022-04-14 11:01:34)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.9 r1 \cu(Thu 14 Apr 11:02:34 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.2.9 r1 \cu(2022-04-14 11:02:34)\c-";

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@ -6,11 +6,11 @@ OptionValue "SWWMVoice"
3, "$SWWM_MUTELINERS"
4, "$SWWM_MUTEALL"
}
OptionValue "SWWMEnforce"
OptionValue "SWWMYesNoAlways"
{
-1, "$SWWM_FORCEDISABLE"
0, "$SWWM_USERSET"
1, "$SWWM_FORCEENABLE"
0, "$TXT_NO"
1, "$TXT_YES"
2, "$OPTVAL_ALWAYS"
}
OptionValue "SWWMEnemyDropType"
{
@ -108,7 +108,7 @@ OptionMenu "SWWMOptionMenu"
Option "$SWWM_REVIVE", "swwm_revive", "YesNo"
ScaleSliderFix "$SWWM_REVIVECOOLDOWN", "swwm_revivecooldown", -1, 300, 30, "$SWWM_UNLIMITED", "$SWWM_ONERETRY"
Option "$SWWM_MENUPAUSE", "swwm_menupause", "YesNo"
Option "$SWWM_PRECISECROSSHAIR", "swwm_precisecrosshair", "YesNo"
Option "$SWWM_PRECISECROSSHAIR", "swwm_precisecrosshair", "SWWMYesNoAlways"
Option "$SWWM_SELFLIGHT", "swwm_selflight", "YesNo"
Submenu "$SWWM_ATITLE", "SWWMAchievementMenu"
StaticText " "

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@ -57,8 +57,8 @@ extend Class SWWMWeapon
// draw custom crosshair
if ( automapactive || !(players[consoleplayer].Camera is 'PlayerPawn') ) return;
if ( !swwm_precisecrosshair ) return;
if ( !crosshairon ) return;
if ( crosshairforce ) return;
if ( !crosshairon && (swwm_precisecrosshair <= 1) ) return;
let sb = SWWMStatusBar(StatusBar);
if ( !sb ) return;
SWWMUtility.PrepareProjData(sb.projdata,e.ViewPos,e.ViewAngle,e.ViewPitch,e.ViewRoll,players[consoleplayer].fov);

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@ -138,8 +138,8 @@ Class Wallbuster : SWWMWeapon
// draw custom crosshair
if ( automapactive || !(players[consoleplayer].Camera is 'PlayerPawn') ) return;
if ( !swwm_precisecrosshair ) return;
if ( !crosshairon ) return;
if ( crosshairforce ) return;
if ( !crosshairon && (swwm_precisecrosshair <= 1) ) return;
let sb = SWWMStatusBar(StatusBar);
if ( !sb ) return;
SWWMUtility.PrepareProjData(sb.projdata,e.ViewPos,e.ViewAngle,e.ViewPitch,e.ViewRoll,players[consoleplayer].fov);