and increase width of small variant of chat box (it was shortened too much). Also, cap hud margin to 10px instead of 20px, and set the default to 5px. 20px was honestly too much.
96 lines
8 KiB
Text
96 lines
8 KiB
Text
// main mod cvars
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user string swwm_voicetype = "default"; // voice for your demolitionist
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user int swwm_tagcolor = 0; // customize glowing tag color
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nosave float swwm_flashstrength = 1.0; // strength of screen flashes
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nosave int swwm_hudmargin = 5; // margin around fullscreen hud elements
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nosave int swwm_mutevoice = 0; // mute demolitionist voice
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// 0 - none
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// 1 - combat comments
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// 2 - interaction comments
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// 3 - map start comment
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// 4 - pain/death and grunts
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nosave int swwm_voiceamp = 2; // additional voice line amplification, up to 4x
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nosave int swwm_targeter = 1; // show healthbars in the hud (2: only show monsters and players, 3: only show allies)
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nosave bool swwm_targettags = true; // show names above healthbars
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nosave bool swwm_damnums = true; // show damage numbers
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nosave bool swwm_damnums_color = true; // use color per damage type, rather than just red
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nosave bool swwm_scorenums = true; // show score numbers
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nosave bool swwm_pois = true; // show points of interest highlighted by omnisight
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nosave bool swwm_shaders = true; // use pp shaders for some effects
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server bool swwm_revive = true; // allows the player to do an "emergency reboot" when dying
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server int swwm_revivecooldown = 60; // cooldown after using a revive, in seconds (0: no limit)
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server int swwm_blood = 1; // custom blood/gibbing (2: forcibly use our blood)
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server int swwm_maxblood = 200; // max blood effects at any time
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server int swwm_maxgibs = 100; // max gibs at any time
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server int swwm_maxcasings = 100; // max casings and spent mags at any time
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server int swwm_maxdebris = 200; // max chunks of debris at any time
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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
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server bool swwm_cbtall = false; // wallbuster breaks any wall, not just movable ones
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server bool swwm_doomfall = false; // monsters take fall damage outside of hexen
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server bool swwm_resetscore = true; // reset score back to 0 on pistol starts
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nosave bool swwm_menupause = true; // pause the game when demolitionist menus are open
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nosave noarchive bool swwm_debugblast = false; // debug visual aid for DoExplosion
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nosave bool swwm_funtags = true; // replace vanilla monster names with silly ones
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server bool swwm_omnibust = false; // add wallbusting effect to all weapons
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server bool swwm_superfuel = false; // enable unlimited fuel
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server bool swwm_partytime = false; // killed enemies burst into confetti
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nosave bool swwm_bigtags = false; // use a bigger font for targeter tags
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server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1 - no ammo or weapons, 0 - ammo only, 1 - both)
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user bool swwm_collectanim = true; // player special gestures for collectables (first person only)
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nosave int swwm_precisecrosshair = 1; // use mod's own, more precise crosshair (2 - force even when crosshair is not on)
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nosave bool swwm_ldspoil = false; // [LD] always shows "Legendary" prefix on Legendary monsters, otherwise only when they've transformed
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server bool swwm_uncapalert = false; // all noise alerts have infinite range
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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)
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server bool swwm_swapweapons = true; // [DLC1] allows carrying only one weapon in each slot (excluding starter melee)
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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)
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user int swwm_funtrails = 0; // recolors trails of eviscerator chunks and sheen bullets
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server int swwm_ps_fullreset = 0; // full reset of inventory, including score if enabled (0: no, 1: all maps excluding hubs, 2: between clusters)
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server int swwm_ps_resetammo = 0; // resets all ammo to zero
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server int swwm_ps_resetitems = 0; // removes all carried items
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server int swwm_ps_resethealth = 0; // sets health back to 100
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server int swwm_drlaskill = 3; // [DRLA Monsters] skill setting for monster spawns
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server bool swwm_singlefirst = false; // single weapons are selected before dual ones, has to be a server cvar due to limitations
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nosave bool swwm_uniqstats = false; // only list stats from the same map once, rather than for each single visit
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nosave int swwm_filterachievements = 1; // filter for achievements at 0%: 0 - no filter, 1 - obscure text, 2 - don't show
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nosave noarchive bool swwm_debugview = false; // debug visual aid for various things, such as actor collision, trajectories, relationships, etc.
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server bool swwm_usetopickup = false; // allow item pickup only by pressing use
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nosave bool swwm_buttsfx = true; // buttslam homerun SFX
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user float swwm_bumpstrength = 1.0; // intensity of fov/viewangles bumping
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server bool swwm_nomagdrop = true; // does not drop spent magazines (the "environmentally conscious" option)
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nosave bool swwm_nomapmsg = false; // disables special map dialogue messages
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nosave bool swwm_weapontooltips = true; // shows a tooltip on weapon operation when first selected
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nosave string swwm_tooltipshown = ""; // which weapons have already had their tooltips displayed
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nosave noarchive bool swwm_tooltipnote = false; // set if the note on how to disable tooltips was already displayed
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nosave bool swwm_beepboop = false; // prompts the Demolitionist to go "beep", "boop" and "bop" when pressing any switch (may get annoying)
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nosave string swwm_menuposehistory = ""; // stores currently seen poses for the main menu, for shuffling
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nosave string swwm_titlesubhistory = ""; // stores currently seen subtitles for the title screen, for shuffling
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nosave noarchive int swwm_profstart = 0; // starts profiling as soon as handler is registered for specified >0 tics
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nosave bool swwm_voicelog = false; // adds player voicelines to the message log
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nosave bool swwm_skipskill = false; // skips skill confirmations
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nosave bool swwm_hudallammo = false; // only show ammo for owned weapons
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nosave bool swwm_nointroex = false; // does not play the "explosions" intro sequence
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server bool swwm_bonkhammer = false; // combat hammer makes bonk sounds when hitting enemies
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server int swwm_friendlyfire = 0; // 0: allow all friendly fire, 1: block incoming damage, 2: block incoming and outgoing damage
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nosave bool swwm_showmaptitle = false; // shows the name of the map when entering, just like in dark souls!
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server bool swwm_lobdoubled = false; // [LOB] Enable Double Death monster spawns
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nosave int swwm_bardist = 2000; // distance at which healthbars will be visible (does not affect player bars)
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nosave bool swwm_oldcheats = false; // has received the "old cheats" dialogue from Zanaveth
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nosave bool swwm_ccmessage = false; // has received the "corruption cards" dialogue from Cytho
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nosave bool swwm_useweaponbar = false; // scroll through weapons using a bar, like with inventory items
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nosave bool swwm_percentstats = false; // show level stats as percentages, like in intermissions
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nosave bool swwm_targetvals = false; // show current/max health values above heathbars
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nosave int swwm_hudscale = 0; // force the primary scale of the HUD (used by the HUD itself)
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nosave int swwm_hudscale0 = 0; // force the "zero minus" scale of the HUD (used by damage numbers)
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nosave int swwm_hudscale1 = 0; // force the "one minus" scale of the HUD (used by healthbars, score numbers)
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nosave int swwm_hudscale2 = 0; // force the "two minus" scale of the HUD (used by interest points)
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// minimap settings
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nosave bool swwm_mm_enable = true; // show a minimap below the score counter
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nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary)
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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
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server noarchive bool swwm_iseriouslywanttoplaythiswithbd = false; // self-explanatory
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nosave int swwm_playtime = 0; // total playtime in seconds
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nosave string swwm_achievementstate = ""; // stores dictionary with all achievement states
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nosave string swwm_achievementprogress = ""; // stores dictionary with all achievement progress
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