Tweak blob shadows. Due to the addition of sprite shadows in-engine, the "everything" option is no longer needed.

This commit is contained in:
Mari the Deer 2021-04-25 12:32:06 +02:00
commit 68dbb71801
6 changed files with 8 additions and 23 deletions

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@ -80,7 +80,7 @@ server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1
server bool swwm_shotgib = true; // buckshot can gib (some people don't like this for some reason, so it's an option now)
user bool swwm_collectanim = true; // player special gestures for collectables (first person only)
user bool swwm_collectanimkey = true; // same but for key items
server int swwm_shadows = 1; // enables blob shadows under certain things (0 - no shadows, 1 - mod objects, 2 - everything)
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 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

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@ -118,9 +118,6 @@ SWWM_DROPS_WEAPONS = "Ammo And Weapons";
SWWM_SHOTGIB = "Buckshot can Gib";
SWWM_COLLECTANIM = "Collectible Animations";
SWWM_SHADOWS = "Simple Shadows";
SWWM_SHADOWS_OFF = "None";
SWWM_SHADOWS_ON = "Mod Objects";
SWWM_SHADOWS_ALL = "Everything";
SWWM_PRECISECROSSHAIR = "Precise Crosshair";
SWWM_MCTITLE = "Mod Compatibility Options";
SWWM_LDSPOIL = "Always Show Legendaries";
@ -289,7 +286,7 @@ TOOLTIP_SWWM_MAXDEBRIS = "Caps the maximum amount of rubble from explosions and
TOOLTIP_SWWM_ENEMYDROPS = "By default, enemies only drop ammo for a better progression. In maps with excessive amounts of enemies, it's recommended to disable this entirely.";
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. Requires a map restart to take full effect.";
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_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_RAGESHADER = "The normal Ragekit shader may be harmful for people with photosensitivity. Enabling this switches to a fainter alternative.";

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@ -118,9 +118,6 @@ SWWM_DROPS_WEAPONS = "Munición y Armas";
SWWM_SHOTGIB = "Los Perdigones pueden Desviscerar";
SWWM_COLLECTANIM = "Animaciones de Coleccionables";
SWWM_SHADOWS = "Sombras Simples";
SWWM_SHADOWS_OFF = "Nada";
SWWM_SHADOWS_ON = "Objetos de Mod";
SWWM_SHADOWS_ALL = "Todo";
SWWM_PRECISECROSSHAIR = "Mira Precisa";
SWWM_MCTITLE = "Opciones de Compatibilidad con Mods";
SWWM_LDSPOIL = "Mostrar Siempre Legendarios";
@ -288,7 +285,7 @@ TOOLTIP_SWWM_MAXDEBRIS = "Limita la cantidad máxima de escombros por explosione
TOOLTIP_SWWM_ENEMYDROPS = "Por defecto, los enemigos solo dropean munición para una mejor progresión. En mapas con enemigos excesivos, se recomienda desactivar los drops por completo.";
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. Requiere un reinicio de mapa para tomar efecto completamente.";
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_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_RAGESHADER = "El shader normal del Ragekit puede ser dañino para personas con fotosensibilidad. Activando esto se cambia a una alternativa más suave.";

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r454 \cu(Sat 24 Apr 16:13:37 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r454 \cu(2021-04-24 16:13:37)\c-";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r454 \cu(Sun 25 Apr 12:32:06 CEST 2021)\c-";
SWWM_SHORTVER="\cw0.9.11b-pre r454 \cu(2021-04-25 12:32:06)\c-";

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@ -18,12 +18,6 @@ OptionValue "SWWMEnemyDropType"
0, "$SWWM_DROPS_AMMO"
1, "$SWWM_DROPS_WEAPONS"
}
OptionValue "SWWMShadows"
{
0, "$SWWM_SHADOWS_OFF"
1, "$SWWM_SHADOWS_ON"
2, "$SWWM_SHADOWS_ALL"
}
OptionValue "SWWMDamageTarget"
{
0, "$SWWM_TARGET_ALWAYS"
@ -141,7 +135,7 @@ OptionMenu "SWWMOptionMenu"
Option "$SWWM_FILTERACHIEVEMENTS", "swwm_filterachievements", "SWWMFilterAchievements"
StaticText " "
StaticText "$SWWM_ETITLE", "Blue"
Option "$SWWM_SHADOWS", "swwm_shadows", "SWWMShadows"
Option "$SWWM_SHADOWS", "swwm_shadows", "YesNo"
ScaleSlider "$SWWM_SHADOWDIST", "swwm_shadowdist", -1, 4000, 1, "$SWWM_NONE", "$SWWM_UNLIMITED"
Option "$SWWM_ITEMSPARKLES", "swwm_itemsparkles", "YesNo"
Option "$SWWM_BLOOD", "swwm_blood", "YesNo"

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@ -365,11 +365,8 @@ extend Class SWWMHandler
SWWMCombatTracker trk;
if ( !swwm_notrack && (e.Thing.bSHOOTABLE || e.Thing.bISMONSTER) && !(e.Thing is 'LampMoth') && !(e.Thing is 'CompanionLamp') )
trk = SWWMCombatTracker.Spawn(e.Thing);
if ( !(e.Thing is 'LampMoth') && (e.Thing.bSHOOTABLE || e.Thing.bISMONSTER || (e.Thing is 'Inventory') || (e.Thing is 'CompanionLamp')) )
{
if ( (swwm_shadows == 2) || ((swwm_shadows == 1) && ((e.Thing is 'Demolitionist') || (e.Thing.SpawnState.sprite == e.Thing.GetSpriteIndex('XZW1')))) )
SWWMShadow.Track(e.Thing);
}
if ( swwm_shadows && !(e.Thing is 'LampMoth') && (e.Thing.bSHOOTABLE || e.Thing.bISMONSTER || (e.Thing is 'Inventory') || (e.Thing is 'CompanionLamp')) && ((e.Thing is 'Demolitionist') || (e.Thing.SpawnState.sprite == e.Thing.GetSpriteIndex('XZW1'))) )
SWWMShadow.Track(e.Thing);
// Ynykron vortex optimization (faster than a thinker iterator)
if ( e.Thing.bSHOOTABLE || SWWMUtility.ValidProjectile(e.Thing) || (e.Thing is 'Inventory') )
SuckableActors.Push(e.Thing);