// 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 = 5; // margin around fullscreen hud elements 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_targeter = 1; // show healthbars in the hud (2: only show monsters and players, 3: only show allies) nosave bool swwm_targettags = true; // show names above healthbars nosave bool swwm_damnums = true; // show damage numbers nosave bool swwm_damnums_color = true; // use color per damage type, rather than just red nosave bool swwm_scorenums = true; // show score numbers nosave bool swwm_pois = true; // show points of interest highlighted by omnisight nosave bool swwm_shaders = true; // use pp shaders for some effects 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) server int swwm_blood = 1; // custom blood/gibbing (2: forcibly use our blood) 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 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_resetscore = true; // reset score back to 0 on pistol starts nosave bool swwm_menupause = true; // pause the game when demolitionist menus are 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 nosave bool swwm_bigtags = false; // use a bigger font for targeter tags server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1 - no ammo or weapons, 0 - ammo only, 1 - both) user bool swwm_collectanim = true; // player special gestures for collectables (first person only) 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 server bool swwm_uncapalert = false; // all noise alerts have infinite range 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_swapweapons = true; // [DLC] 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 server int swwm_drlaskill = 3; // [DRLA Monsters] skill setting for monster spawns server bool swwm_singlefirst = false; // single weapons are selected before dual ones, has to be a server cvar due to limitations 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_usetopickup = false; // allow item pickup only by pressing use nosave bool swwm_buttsfx = true; // buttslam homerun SFX user float swwm_bumpstrength = 1.0; // intensity of fov/viewangles bumping server bool swwm_nomagdrop = true; // does not drop spent magazines (the "environmentally conscious" option) 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_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 nosave bool swwm_voicelog = false; // adds player voicelines to the message log nosave bool swwm_skipskill = false; // skips skill confirmations nosave bool swwm_hudallammo = false; // only show ammo for owned weapons nosave bool swwm_nointroex = false; // does not play the "explosions" intro sequence server bool swwm_bonkhammer = false; // combat hammer makes bonk sounds when hitting enemies server int swwm_friendlyfire = 0; // 0: allow all friendly fire, 1: block incoming damage, 2: block incoming and outgoing damage nosave bool swwm_showmaptitle = false; // shows the name of the map when entering, just like in dark souls! server bool swwm_lobdoubled = false; // [LOB] Enable Double Death monster spawns nosave int swwm_bardist = 2000; // distance at which healthbars will be visible (does not affect player bars) nosave bool swwm_oldcheats = false; // has received the "old cheats" dialogue from Zanaveth nosave bool swwm_ccmessage = false; // has received the "corruption cards" dialogue from Cytho nosave bool swwm_useweaponbar = false; // scroll through weapons using a bar, like with inventory items nosave bool swwm_percentstats = false; // show level stats as percentages, like in intermissions nosave bool swwm_targetvals = false; // show current/max health values above heathbars nosave int swwm_hudscale = 0; // force the primary scale of the HUD (used by the HUD itself) [0: auto loose fit, -1: auto tight fit] 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_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 user bool swwm_analogmove = false; // for gamepad users, player movement is adapted for analog sticks // minimap settings nosave bool swwm_mm_enable = true; // show a minimap on the top right corner of the hud nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary) nosave bool swwm_mm_usecanvas = false; // use a canvas to draw the minimap, so its pixel density is consistent with the rest of the HUD nosave noarchive bool swwm_mm_steptrace = false;// traces the player path in the minimap nosave int swwm_mm_maxsteps = 5000; // how many steps to keep track of nosave float swwm_mm_minstep = 32.; // minimum 2D distance between steps in map units 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