Spent mag dropping is now optional and disabled by default.
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73d98ec4f7
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670d8a601f
9 changed files with 13 additions and 2 deletions
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@ -114,6 +114,7 @@ nosave bool swwm_buttsfx = true; // buttslam homerun SFX
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nosave int swwm_sewercount = 0; // I'm sorry Civvie
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server bool swwm_ondemandammo = false; // don't spawn ammo for unavailable weapons
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user float swwm_bumpstrength = 1.0; // intensity of fov bumping
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server bool swwm_nomagdrop = true; // does not drop spent magazines (the "environmentally conscious" option)
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// minimap settings
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nosave bool swwm_mm_enable = true; // show a minimap below the score counter
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@ -195,6 +195,7 @@ SWWM_ONDEMANDAMMO = "On Demand Ammo Placement";
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SWWM_BUMP = "FOV Bump Strength";
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SWWM_ENGINE = "Engine";
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SWWM_ITEMGLOWS = "Distant Items Glow";
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SWWM_NOMAGDROP = "Drop Spent Mags";
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SWWM_MMTITLE = "Minimap Settings";
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SWWM_MM_ENABLE = "Show Minimap";
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SWWM_MM_ROTATE = "Rotate Minimap";
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@ -338,6 +339,7 @@ TOOLTIP_SWWM_ONDEMANDAMMO = "Only ammo for weapons that are currently available
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TOOLTIP_SWWM_BUMPSTRENGTH = "Controls how strong the bumping of the FOV is from weapon recoil and other actions.";
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TOOLTIP_SWWM_ENGINE = "Don't touch this.";
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TOOLTIP_SWWM_ITEMGLOWS = "If enabled, items that are far away from the player will display a shimmering glow (requires a map restart to take full effect).";
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TOOLTIP_SWWM_NOMAGDROP = "By default, the Demolitionist will be somewhat environmentally conscious and not leave spent magazines lying around. Enable if you prefer the added clutter.";
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TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap under the score counter.";
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TOOLTIP_SWWM_MM_ROTATE = "Rotates the minimap view.";
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TOOLTIP_SWWM_MM_GRID = "Shows a 128x128 grid on the minimap.";
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@ -194,6 +194,7 @@ SWWM_ONDEMANDAMMO = "Colocar Munición por Demanda";
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SWWM_BUMP = "Intensidad de Sacudida de FOV";
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SWWM_ENGINE = "Motor";
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SWWM_ITEMGLOWS = "Los Ítems Lejanos Brillan";
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SWWM_NOMAGDROP = "Tirar Cargadores Usados";
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SWWM_MMTITLE = "Opciones de Minimapa";
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SWWM_MM_ENABLE = "Mostrar Minimapa";
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SWWM_MM_ROTATE = "Rotar Minimapa";
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@ -337,6 +338,7 @@ TOOLTIP_SWWM_ONDEMANDAMMO = "Solo coloca en el mapa munición para armas que est
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TOOLTIP_SWWM_BUMPSTRENGTH = "Controla lo intensa que es la sacudida del FOV por el retroceso de armas y otras acciones.";
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TOOLTIP_SWWM_ENGINE = "No toques esto.";
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TOOLTIP_SWWM_ITEMGLOWS = "Al activar, los ítems que se encuentren lejos del jugador mostrarán un ligero destello (requiere un reinicio del mapa para tener efecto completamente).";
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TOOLTIP_SWWM_NOMAGDROP = "Por defecto, la Demolicionista será un poco consciente con el medio ambiente y no dejará cargadores usados por ahí. Activa si prefieres la basura adicional.";
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TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa bajo el contador de puntuación.";
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TOOLTIP_SWWM_MM_ROTATE = "Gira la vista del minimapa.";
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TOOLTIP_SWWM_MM_GRID = "Muestra una cuadrícula de 128x128 en el minimapa.";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r582 \cu(Fri 30 Jul 18:52:08 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r582 \cu(2021-07-30 18:52:08)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r583 \cu(Thu 5 Aug 15:39:35 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r583 \cu(2021-08-05 15:39:35)\c-";
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@ -138,6 +138,7 @@ OptionMenu "SWWMOptionMenu"
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Option "$SWWM_ITEMSPARKLES", "swwm_itemsparkles", "YesNo"
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Option "$SWWM_ITEMGLOWS", "swwm_itemglows", "YesNo"
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Option "$SWWM_BLOOD", "swwm_blood", "YesNo"
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Option "$SWWM_NOMAGDROP", "swwm_nomagdrop", "NoYes"
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ScaleSlider "$SWWM_MAXBLOOD", "swwm_maxblood", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
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ScaleSlider "$SWWM_MAXGIBS", "swwm_maxgibs", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
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ScaleSlider "$SWWM_MAXCASINGS", "swwm_maxcasings", -1, 1000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
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@ -157,6 +157,7 @@ Class Sparkster : SWWMWeapon
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action void A_DropMag( bool stacc = false )
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{
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if ( swwm_nomagdrop ) return;
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*y-10*z);
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@ -191,6 +191,7 @@ Class ExplodiumGun : SWWMWeapon
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action void A_DropMag()
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{
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if ( swwm_nomagdrop ) return;
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*y-10*z);
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@ -658,6 +659,7 @@ Class DualExplodiumGun : SWWMWeapon
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action void A_DropMag( int side = 1 )
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{
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if ( swwm_nomagdrop ) return;
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*side*y-10*z);
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@ -237,6 +237,7 @@ Class CandyGun : SWWMWeapon
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action void A_DropMag()
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{
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if ( swwm_nomagdrop ) return;
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*y-10*z);
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@ -790,6 +790,7 @@ Class SilverBullet : SWWMWeapon
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if ( min(ma.Amount,invoker.clipcount-dropamt) > 0 ) ma.PlayPickupSound(self);
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}
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invoker.ClipCount = 0;
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if ( swwm_nomagdrop ) return;
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),6*x-15*z);
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