Implement alternate, less visually intense All Clear fx.

This commit is contained in:
Mari the Deer 2023-12-02 13:47:00 +01:00
commit e53b6c1ca7
8 changed files with 13 additions and 4 deletions

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@ -83,6 +83,7 @@ nosave int swwm_hudscale = 0; // force the primary scale of the HUD (used by t
nosave int swwm_hudscale0 = 0; // force the "zero minus" scale of the HUD (used by damage numbers) nosave int swwm_hudscale0 = 0; // force the "zero minus" scale of the HUD (used by damage numbers)
nosave int swwm_hudscale1 = 0; // force the "one minus" scale of the HUD (used by healthbars, score numbers) nosave int swwm_hudscale1 = 0; // force the "one minus" scale of the HUD (used by healthbars, score numbers)
nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used by interest points) nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used by interest points)
server bool swwm_altclear = false; // use an alternate, less graphically demanding "All Clear" effect
// minimap settings // minimap settings
nosave bool swwm_mm_enable = true; // show a minimap below the score counter nosave bool swwm_mm_enable = true; // show a minimap below the score counter

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@ -193,6 +193,7 @@ SWWM_HUDSCALE2 = "Quaternary HUD Scale";
SWWM_HS_AUTO = "Auto"; SWWM_HS_AUTO = "Auto";
SWWM_HS_AUTOL = "Auto Loose"; SWWM_HS_AUTOL = "Auto Loose";
SWWM_HS_AUTOT = "Auto Tight"; SWWM_HS_AUTOT = "Auto Tight";
SWWM_ALTCLEAR = "Alternate 100% FX";
SWWM_MM_ENABLE = "Show Minimap"; SWWM_MM_ENABLE = "Show Minimap";
SWWM_MM_MISSILES = "Projectiles In Minimap"; SWWM_MM_MISSILES = "Projectiles In Minimap";
SWWM_MM_USECANVAS = "Fixed Scale Minimap"; SWWM_MM_USECANVAS = "Fixed Scale Minimap";
@ -282,6 +283,7 @@ TOOLTIP_SWWM_HUDSCALE = "If higher than zero, manually set the scale of the HUD.
TOOLTIP_SWWM_HUDSCALE0 = "If non-zero, manually set the scale of Damage Numbers. Usually, this is equal to the primary HUD scale."; TOOLTIP_SWWM_HUDSCALE0 = "If non-zero, manually set the scale of Damage Numbers. Usually, this is equal to the primary HUD scale.";
TOOLTIP_SWWM_HUDSCALE1 = "If non-zero, manually set the scale of Healthbars, Score Numbers and Item Sense. Usually, this is one less than the primary HUD scale."; TOOLTIP_SWWM_HUDSCALE1 = "If non-zero, manually set the scale of Healthbars, Score Numbers and Item Sense. Usually, this is one less than the primary HUD scale.";
TOOLTIP_SWWM_HUDSCALE2 = "If non-zero, manually set the scale of Interest Points. Usually, this is two less than the primary HUD scale."; TOOLTIP_SWWM_HUDSCALE2 = "If non-zero, manually set the scale of Interest Points. Usually, this is two less than the primary HUD scale.";
TOOLTIP_SWWM_ALTCLEAR = "Use an alternate, less visually intense effect for getting 100% completion on a level.";
TOOLTIP_SWWMACHIEVEMENTMENU = "View your achievements."; TOOLTIP_SWWMACHIEVEMENTMENU = "View your achievements.";
TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap on the top right corner of the screen."; TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap on the top right corner of the screen.";
TOOLTIP_SWWM_MM_MISSILES = "Displays projectiles in the minimap. Can be toggled if this clutters too much."; TOOLTIP_SWWM_MM_MISSILES = "Displays projectiles in the minimap. Can be toggled if this clutters too much.";

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@ -187,6 +187,7 @@ SWWM_HUDSCALE1 = "Escala Terciaria de HUD";
SWWM_HUDSCALE2 = "Escala Cuaternaria de HUD"; SWWM_HUDSCALE2 = "Escala Cuaternaria de HUD";
SWWM_HS_AUTOL = "Auto. Holgado"; SWWM_HS_AUTOL = "Auto. Holgado";
SWWM_HS_AUTOT = "Auto. Ceñido"; SWWM_HS_AUTOT = "Auto. Ceñido";
SWWM_ALTCLEAR = "Efecto Alternativo de 100%";
SWWM_MM_ENABLE = "Mostrar Minimapa"; SWWM_MM_ENABLE = "Mostrar Minimapa";
SWWM_MM_MISSILES = "Proyectiles en Minimapa"; SWWM_MM_MISSILES = "Proyectiles en Minimapa";
SWWM_MM_USECANVAS = "Minimapa a Escala Fija"; SWWM_MM_USECANVAS = "Minimapa a Escala Fija";
@ -277,6 +278,7 @@ TOOLTIP_SWWM_HUDSCALE = "Si es mayor que cero, especifica manualmente la escala
TOOLTIP_SWWM_HUDSCALE0 = "Si no es cero, especifica manualmente la escala de los Números de Daño. Normalmente, es igual a la escala primaria del HUD."; TOOLTIP_SWWM_HUDSCALE0 = "Si no es cero, especifica manualmente la escala de los Números de Daño. Normalmente, es igual a la escala primaria del HUD.";
TOOLTIP_SWWM_HUDSCALE1 = "Si no es cero, especifica manualmente la escala de las Barras de Salud, Números de Puntuación y Sensor de Ítems. Normalmente, es igual a dos menos que la escala primaria del HUD."; TOOLTIP_SWWM_HUDSCALE1 = "Si no es cero, especifica manualmente la escala de las Barras de Salud, Números de Puntuación y Sensor de Ítems. Normalmente, es igual a dos menos que la escala primaria del HUD.";
TOOLTIP_SWWM_HUDSCALE2 = "Si no es cero, especifica manualmente la escala de los Puntos de Interés. Normalmente, es igual a tres menos que la escala primaria del HUD."; TOOLTIP_SWWM_HUDSCALE2 = "Si no es cero, especifica manualmente la escala de los Puntos de Interés. Normalmente, es igual a tres menos que la escala primaria del HUD.";
TOOLTIP_SWWM_ALTCLEAR = "Usa un efecto alternativo de menor intensidad visual al completar un nivel al 100%.";
TOOLTIP_SWWMACHIEVEMENTMENU = "Revisa tus logros."; TOOLTIP_SWWMACHIEVEMENTMENU = "Revisa tus logros.";
TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa en la esquina superior derecha de la pantalla."; TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa en la esquina superior derecha de la pantalla.";
TOOLTIP_SWWM_MM_MISSILES = "Muestra proyectiles en el minimapa. Puede ser desactivado si causa problemas de visibilidad."; TOOLTIP_SWWM_MM_MISSILES = "Muestra proyectiles en el minimapa. Puede ser desactivado si causa problemas de visibilidad.";

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@ -1,3 +1,3 @@
[default] [default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1037 \cu(Sat 2 Dec 13:03:51 CET 2023)\c-"; SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1038 \cu(Sat 2 Dec 13:47:00 CET 2023)\c-";
SWWM_SHORTVER="\cw1.3pre r1037 \cu(2023-12-02 13:03:51)\c-"; SWWM_SHORTVER="\cw1.3pre r1038 \cu(2023-12-02 13:47:00)\c-";

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@ -178,6 +178,7 @@ OptionMenu "SWWMOptionMenu"
Option "$SWWM_OMNIBUST", "swwm_omnibust", "YesNo" Option "$SWWM_OMNIBUST", "swwm_omnibust", "YesNo"
Option "$SWWM_SUPERFUEL", "swwm_superfuel", "YesNo" Option "$SWWM_SUPERFUEL", "swwm_superfuel", "YesNo"
Option "$SWWM_PARTYTIME", "swwm_partytime", "YesNo" Option "$SWWM_PARTYTIME", "swwm_partytime", "YesNo"
Option "$SWWM_ALTCLEAR", "swwm_altclear", "YesNo"
Option "$SWWM_FUNTRAILS", "swwm_funtrails", "SWWMFunTrails" Option "$SWWM_FUNTRAILS", "swwm_funtrails", "SWWMFunTrails"
Option "$SWWM_BONKHAMMER", "swwm_bonkhammer", "YesNo" Option "$SWWM_BONKHAMMER", "swwm_bonkhammer", "YesNo"
TrapOption "$SWWM_ENGINE", "swwm_engine" TrapOption "$SWWM_ENGINE", "swwm_engine"

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@ -56,6 +56,7 @@ misc/tada = "sounds/TADA.ogg"
misc/heart = "sounds/KOKORO.ogg" misc/heart = "sounds/KOKORO.ogg"
misc/achievement = "sounds/CTF6.ogg" misc/achievement = "sounds/CTF6.ogg"
misc/wow = "sounds/WOW.ogg" misc/wow = "sounds/WOW.ogg"
misc/yippeee = "Sounds/YIPPEEE.ogg"
misc/achievement2 = "sounds/YAY.ogg" misc/achievement2 = "sounds/YAY.ogg"
misc/orbexplode = "sounds/ORBEXPLODE.ogg" misc/orbexplode = "sounds/ORBEXPLODE.ogg"
misc/omgfart = "sounds/omgfart.ogg" misc/omgfart = "sounds/omgfart.ogg"

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sounds/YIPPEEE.ogg Normal file

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@ -180,7 +180,8 @@ extend Class SWWMHandler
mapclear = true; mapclear = true;
if ( mapclearagain ) Console.Printf(StringTable.Localize("$SWWM_ALLCLEARAGAIN"),500); if ( mapclearagain ) Console.Printf(StringTable.Localize("$SWWM_ALLCLEARAGAIN"),500);
else Console.Printf(StringTable.Localize("$SWWM_ALLCLEAR"),5000); else Console.Printf(StringTable.Localize("$SWWM_ALLCLEAR"),5000);
S_StartSound("misc/wow",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE); bool altclear = swwm_altclear;
S_StartSound(altclear?"misc/yippeee":"misc/wow",CHAN_VOICE,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
lastmus = musplaying.name; lastmus = musplaying.name;
lastorder = musplaying.baseorder; lastorder = musplaying.baseorder;
lastloop = musplaying.loop; lastloop = musplaying.loop;
@ -190,7 +191,8 @@ extend Class SWWMHandler
{ {
if ( !playeringame[i] || !players[i].mo ) continue; if ( !playeringame[i] || !players[i].mo ) continue;
let f = Actor.Spawn("PartyTime",players[i].mo.pos); let f = Actor.Spawn("PartyTime",players[i].mo.pos);
f.bAMBUSH = true; if ( altclear ) f.bSTANDSTILL = true;
else f.bAMBUSH = true;
if ( mapclearagain ) if ( mapclearagain )
{ {
SWWMCredits.Give(players[i],500); SWWMCredits.Give(players[i],500);