// main mod cvars user string swwm_voicetype = "default"; // voice for your demolitionist user int swwm_tagcolor = 0; // customize glowing tag color nosave float swwm_flashstrength = 1.0; // strength of screen flashes nosave int swwm_hudmargin = 10; // margin around fullscreen hud elements nosave int swwm_maxshown = 4; // max messages to show normally nosave int swwm_maxshownbig = 10; // max messages to show when chatting nosave int swwm_maxpickup = 5; // total pickup messages visible nosave int swwm_mutevoice = 0; // mute demolitionist voice // 0 - none // 1 - combat comments // 2 - interaction comments // 3 - map start comment // 4 - pain/death and grunts nosave int swwm_voiceamp = 2; // additional voice line amplification, up to 4x nosave int swwm_chatduration = 25; // lifespan of chat messages nosave int swwm_msgduration = 5; // lifespan of other messages nosave int swwm_pickduration = 3; // lifespan of pickup messages user bool swwm_autousearmor = true; // automatically use armor items when possible user bool swwm_autousehealth = true; // automatically use health items when possible nosave bool swwm_targeter = true; // show targeter healthbars nosave bool swwm_targettags = true; // show enemy tags above healthbars nosave bool swwm_healthnums = true; // show damage/healing numbers nosave bool swwm_scorenums = true; // show score numbers nosave bool swwm_scorebonus = true; // show score bonuses nosave bool swwm_pois = true; // show points of interest highlighted by omnisight server bool swwm_fly6dof = false; // flying uses 6dof movement, toggleable for those who get motion sickness nosave bool swwm_shaders = true; // use pp shaders for some effects nosave bool swwm_earbuster = false; // limits loudness of wallbuster fire sounds server bool swwm_revive = true; // allows the player to do an "emergency reboot" when dying server int swwm_revivecooldown = 60; // cooldown after using a revive, in seconds (0: no limit) nosave int swwm_interart = 1; // show art on intermissions (2: only fanart, 3: only official renders) server bool swwm_balluse = true; // lead ball can "press" switches remotely nosave bool swwm_bosshealthbars = true; // display large healthbars for vanilla boss encounters server bool swwm_upgradebosses = true; // vanilla bosses will be "upgraded" to be less insta-die prone server bool swwm_extraalert = false; // enables A_AlertMonsters calls for certain things which may be cpu-heavy nosave bool swwm_accdamage = false; // damage within the same tic is grouped into a single damage number nosave int swwm_maxtargetdist = 2000; // maximum distance for target healthbars to be updated nosave int swwm_maxtargets = 40; // maximum targeter healthbars to display (0 = unlimited) nosave int swwm_maxscorenums = 0; // maximum score numbers to display (0 = unlimited) nosave int swwm_maxdamnums = 0; // maximum damage/healing numbers to display (0 = unlimited) nosave int swwm_barscalerel = -1; // target healthbar scaling (relative) nosave int swwm_numscalerel = 0; // damnum scaling (relative) nosave int swwm_scrscalerel = -1; // score scaling (relative) nosave int swwm_poiscalerel = -2; // point of interest scaling (relative) nosave int swwm_detscalerel = -1; // item sense scaling (relative) server bool swwm_blood = true; // custom blood/gibbing server int swwm_maxblood = 200; // max blood effects at any time server int swwm_maxgibs = 100; // max gibs at any time server int swwm_maxcasings = 100; // max casings and spent mags at any time server int swwm_maxdebris = 200; // max chunks of debris at any time nosave bool swwm_fuzz = true; // allows toggling the fuzz shader on menus/backgrounds, useful if you're streaming/recording since it destroys the encoding quality nosave bool swwm_cbtpause = true; // wallbuster menu pauses the game nosave noarchive int swwm_cbtlast = 0; // last selected ammo for the wallbuster server bool swwm_cbtall = false; // wallbuster breaks any wall, not just movable ones server bool swwm_doomfall = false; // monsters take fall damage outside of hexen server bool swwm_capmcrange = false; // cap ynykron chain reaction range server bool swwm_resetscore = true; // reset score back to 0 on pistol starts server bool swwm_notrack = false; // disables all combat tracking (useful to speed up slaughterwads) server bool swwm_ynykronalert = false; // caps ynykron alert (so it doesn't wake everyone up) nosave bool swwm_menupause = true; // pause the game when demolitionist menu is open nosave noarchive bool swwm_debugblast = false; // debug visual aid for DoExplosion nosave bool swwm_funtags = true; // replace vanilla monster names with silly ones server bool swwm_omnibust = false; // add wallbusting effect to all weapons server bool swwm_superfuel = false; // enable unlimited fuel server bool swwm_partytime = false; // killed enemies burst into confetti server bool swwm_simplefog = false; // simplified teleport fogs (useful to speed up slaughterwads) nosave bool swwm_bigtags = false; // use a bigger font for targeter tags nosave bool swwm_intermusic = false; // use original intermission music server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1 - no ammo or weapons, 0 - ammo only, 1 - both) 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 bool swwm_shadows = true; // enables blob shadows under mod entities, like in UT (except it also affects inventory items) 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 nosave int swwm_damagetarget = 1; // conditional healthbar hiding (1 - hide until damage is first taken, 2 - hide if at full health) server int swwm_strictuntouchable = 0; // untouchable bonus ends... (1 - even if your armor absorbed all the damage, 2 - if you get hit by anything PERIOD) server bool swwm_silencemap = true; // silences the map when all kills/items/secrets are achieved nosave int swwm_shadowdist = 2000; // max distance beyond which blob shadows are no longer rendered, helps performance server bool swwm_swapweapons = true; // [DLC1] allows carrying only one weapon in each slot (excluding starter melee) nosave int swwm_forcestats = 1; // always shows level stats on the HUD, not just when the automap is open (2 - also show map name, otherwise only stats) user int swwm_funtrails = 0; // recolors trails of eviscerator chunks and sheen bullets server int swwm_ps_fullreset = 0; // full reset of inventory, including score if enabled (0: no, 1: all maps excluding hubs, 2: between clusters) server int swwm_ps_resetammo = 0; // resets all ammo to zero server int swwm_ps_resetitems = 0; // removes all carried items server int swwm_ps_resethealth = 0; // sets health back to 100 nosave int swwm_numcolor_scr = 5; // font color for score numbers (default: gold) nosave int swwm_numcolor_bonus = 23; // font color for bonus numbers (default: fire) nosave int swwm_numcolor_dmg = 6; // font color for damage numbers (default: red) nosave int swwm_numcolor_hp = 7; // font color for health numbers (default: blue) nosave int swwm_numcolor_ap = 3; // font color for armor numbers (default: green) server int swwm_drlaskill = 3; // [DRLA Monsters] skill setting for monster spawns nosave bool swwm_itemsparkles = true; // visual aid for low visibility items nosave bool swwm_itemglows = true; // distant items glow server bool swwm_singlefirst = false; // single weapons are selected before dual ones, has to be a server cvar due to limitations nosave bool swwm_uniqstats = false; // only list stats from the same map once, rather than for each single visit nosave int swwm_filterachievements = 1; // filter for achievements at 0%: 0 - no filter, 1 - obscure text, 2 - don't show nosave noarchive bool swwm_debugview = false; // debug visual aid for various things, such as actor collision, trajectories, relationships, etc. server bool swwm_selflight = true; // player emits light server bool swwm_usetopickup = false; // allow item pickup only by pressing use server bool swwm_meleepickup = true; // allow picking up items through melee nosave bool swwm_buttsfx = true; // buttslam homerun SFX nosave int swwm_sewercount = 0; // I'm sorry Civvie server bool swwm_ondemandammo = true; // don't spawn ammo for unavailable weapons user float swwm_bumpstrength = 1.0; // intensity of fov bumping server bool swwm_nomagdrop = true; // does not drop spent magazines (the "environmentally conscious" option) user bool swwm_autousebarrier = true; // auto-use elemental coating when standing on damaging floors nosave bool swwm_nomapmsg = false; // disables special map dialogue messages nosave bool swwm_weapontooltips = true; // shows a tooltip on weapon operation when first selected nosave string swwm_tooltipshown = ""; // which weapons have already had their tooltips displayed nosave noarchive bool swwm_tooltipnote = false; // set if the note on how to disable tooltips was already displayed nosave bool swwm_nointertips = false; // hides intermission tips, in case you don't want to see them server bool swwm_demoslayer = false; // if you're below 100hp, enemies drop healing orbs when you kill them nosave bool swwm_beepboop = false; // prompts the Demolitionist to go "beep", "boop" and "bop" when pressing any switch (may get annoying) nosave string swwm_menuposehistory = ""; // stores currently seen poses for the main menu, for shuffling nosave string swwm_titlesubhistory = ""; // stores currently seen subtitles for the title screen, for shuffling nosave noarchive int swwm_profstart = 0; // starts profiling as soon as handler is registered for specified >0 tics server bool swwm_nodeathexit = false; // completely sidesteps the inventory resetting of death exits, if you hate those server bool swwm_extendedpickup = false; // items will have an additional "virtual hitbox" that's the same size as vanilla nosave bool swwm_voicelog = false; // adds player voicelines to the message log nosave bool swwm_skipskill = false; // skips skill confirmations nosave bool swwm_hudtrimammo = false; // only show ammo for owned weapons nosave bool swwm_hudmugshot = true; // show an animated mugshot in the hud nosave bool swwm_nointroex = false; // does not play the "explosions" intro sequence // minimap settings nosave bool swwm_mm_enable = true; // show a minimap below the score counter nosave noarchive float swwm_mm_zoom = 1; // zoom level of minimap nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary) nosave int swwm_mm_colorset = 0; // 0: Demolitionist, 1: GZDoom, 2: Doom, 3: Strife, 4: Raven server noarchive bool swwm_iseriouslywanttoplaythiswithbd = false; // self-explanatory nosave int swwm_playtime = 0; // total playtime in seconds nosave string swwm_achievementstate = ""; // stores dictionary with all achievement states nosave string swwm_achievementprogress = ""; // stores dictionary with all achievement progress