Add joke option to turn off the engine.
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parent
0041b30fac
commit
9035220433
5 changed files with 52 additions and 2 deletions
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@ -193,6 +193,7 @@ SWWM_MELEEPICKUP = "Allow Item Pickup Through Melee";
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SWWM_BUTTSFX = "Clapping Buttcheeks";
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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_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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@ -334,6 +335,7 @@ TOOLTIP_SWWM_MELEEPICKUP = "Allows picking up items though melee attacks. Do not
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TOOLTIP_SWWM_BUTTSFX = "The Demolitionist's buttcheeks will VERY AUDIBLY clap upon executing a successful buttslam.";
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TOOLTIP_SWWM_ONDEMANDAMMO = "Only ammo for weapons that are currently available (either in the player's inventory or in the map) will spawn in the map. May cause long load times on large maps.";
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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_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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@ -192,6 +192,7 @@ SWWM_MELEEPICKUP = "Permitir Recoger Ítems con Melé";
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SWWM_BUTTSFX = "Azote de Nalgas";
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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_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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@ -333,6 +334,7 @@ TOOLTIP_SWWM_MELEEPICKUP = "Permite recoger ítems por medio de ataques a melé.
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TOOLTIP_SWWM_BUTTSFX = "Las nalgas de la Demolicionista emitiran un azote MUY SONORO al ejecutar exitosamente un golpe de culo.";
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TOOLTIP_SWWM_ONDEMANDAMMO = "Solo coloca en el mapa munición para armas que estén actualmente disponibles (tanto en el inventario del jugador como en el mapa). Puede causar tiempos de carga largos en mapas grandes.";
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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_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 r570 \cu(Thu 1 Jul 17:49:37 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r570 \cu(2021-07-01 17:49:37)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r571 \cu(Sat 3 Jul 13:18:16 CEST 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r571 \cu(2021-07-03 13:18:16)\c-";
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@ -149,6 +149,7 @@ OptionMenu "SWWMOptionMenu"
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Option "$SWWM_SUPERFUEL", "swwm_superfuel", "YesNo"
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Option "$SWWM_PARTYTIME", "swwm_partytime", "YesNo"
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Option "$SWWM_FUNTRAILS", "swwm_funtrails", "SWWMFunTrails"
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TrapOption "$SWWM_ENGINE", "swwm_engine"
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StaticText " "
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StaticText "$SWWM_BTITLE", "Blue"
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Option "$SWWM_PISTOLSTART", "swwm_pistolstart", "YesNo"
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@ -860,6 +860,51 @@ Class ListMenuItemSWWMPatchItemM : ListMenuItemSelectable
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}
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}
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Class OptionMenuItemTrapOption : OptionMenuItemCommand
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{
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int cdown;
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OptionMenuItemTrapOption Init( String label, Name command )
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{
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Super.Init(label,'exit');
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mAction = command;
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return self;
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}
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override int Draw( OptionMenuDescriptor desc, int y, int indent, bool selected )
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{
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drawLabel(indent,y,selected?OptionMenuSettings.mFontColorSelection:OptionMenuSettings.mFontColor);
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String text = StringTable.Localize(OptionValues.GetText('OnOff',(cdown==0)));
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if ( text.Length() == 0 ) text = "Unknown";
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drawValue(indent,y,OptionMenuSettings.mFontColorValue,text);
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return indent;
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}
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override bool MenuEvent( int mkey, bool fromcontroller )
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{
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if ( (mkey == Menu.MKEY_Left) || (mkey == Menu.MKEY_Right) || (mkey == Menu.MKEY_Enter) )
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{
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Activate();
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return true;
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}
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return Super.MenuEvent(mkey,fromcontroller);
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}
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override void Ticker()
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{
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Super.Ticker();
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if ( cdown > 0 )
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{
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cdown--;
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if ( cdown <= 0 ) Super.Activate();
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}
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}
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override bool Activate()
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{
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Menu.MenuSound("bruh");
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cdown = int(S_GetLength("bruh")*GameTicRate)+4;
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return true;
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}
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}
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// this is kind of a fucky
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// scalesliders kinda fuck up keyboard input if the step is not 1,
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// so I'll fix that for my super special use cases
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