diff --git a/cvarinfo.base b/cvarinfo.base index c43a945e1..8f0629135 100644 --- a/cvarinfo.base +++ b/cvarinfo.base @@ -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 diff --git a/language.def_menu b/language.def_menu index fc7e8342c..a8ec37e4f 100644 --- a/language.def_menu +++ b/language.def_menu @@ -327,7 +327,7 @@ 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."; diff --git a/language.es_menu b/language.es_menu index b26b66c02..e06771bb0 100644 --- a/language.es_menu +++ b/language.es_menu @@ -330,7 +330,7 @@ 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."; diff --git a/language.version b/language.version index f0194da73..b5c0ec0de 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r22 \cu(Tue 12 Apr 16:26:41 CEST 2022)\c-"; -SWWM_SHORTVER="\cw1.3pre r22 \cu(2022-04-12 16:26:41)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r23 \cu(Tue 12 Apr 16:37:35 CEST 2022)\c-"; +SWWM_SHORTVER="\cw1.3pre r23 \cu(2022-04-12 16:37:35)\c-"; diff --git a/menudef.txt b/menudef.txt index 36e81e7ea..87518f9a7 100644 --- a/menudef.txt +++ b/menudef.txt @@ -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" { @@ -109,7 +109,7 @@ 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 " " diff --git a/zscript/weapons/swwm_baseweapon_precisechair.zsc b/zscript/weapons/swwm_baseweapon_precisechair.zsc index d60fa90c7..ce58febf7 100644 --- a/zscript/weapons/swwm_baseweapon_precisechair.zsc +++ b/zscript/weapons/swwm_baseweapon_precisechair.zsc @@ -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); diff --git a/zscript/weapons/swwm_cbt.zsc b/zscript/weapons/swwm_cbt.zsc index 60c91f264..3599b806d 100644 --- a/zscript/weapons/swwm_cbt.zsc +++ b/zscript/weapons/swwm_cbt.zsc @@ -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);