swwmgz_m/cvarinfo.base
2021-11-23 22:18:41 +01:00

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// main mod cvars
user string swwm_voicetype = "default"; // voice for your demolitionist
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 - item/secret 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
server bool swwm_sharekeys = true; // share keys in mp
user bool swwm_autousearmor = true; // automatically use armor items when possible
user bool swwm_autousehealth = true; // automatically use health items when possible
server int swwm_enforceautousearmor = 0; // 1: server enforces auto use, -1: server enforces no auto use, 0: server respects user setting
server int swwm_enforceautousehealth = 0; // likewise for health
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_othervoice = true; // can hear other player's voice lines in coop
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 bool swwm_interart = true; // show fanart on intermissions
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_hudscale = 0; // HUD scaling (0 = use GZDoom scaling)
nosave int swwm_barscale = 2; // target healthbar scaling (0 = use GZDoom scaling)
nosave int swwm_scrscale = 2; // score scaling (0 = use GZDoom scaling)
nosave int swwm_numscale = 3; // damnum scaling (0 = use GZDoom scaling)
nosave int swwm_poiscale = 1; // point of interest scaling (0 = use GZDoom scaling)
nosave int swwm_detscale = 2; // item sense scaling (0 = use GZDoom scaling)
server bool swwm_blood = true; // custom blood/gibbing
server int swwm_maxblood = 400; // max blood effects at any time
server int swwm_maxgibs = 100; // max gibs at any time
server int swwm_maxcasings = 200; // max casings and spent mags at any time
server int swwm_maxdebris = 500; // max chunks of debris at any time
nosave bool swwm_fuzz = true; // allows toggling the fuzz shader on the demolitionist menus, 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 bool swwm_precisecrosshair = true; // use mod's own, more precise crosshair
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.
nosave noarchive bool swwm_oldcheat = false; // set to true if you used a SWWM Platinum cheat, so the easter egg only appears once per session
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
server int swwm_enforceautousebarrier = 0; // enforced auto-use for coating
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)
// 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_rotate = true; // rotate minimap
nosave bool swwm_mm_grid = false; // show blockmap grid plus (0,0) crosshair
nosave bool swwm_mm_portaloverlay = true; // show portal overlays, like the gzdoom automap (but unlike the gzdoom automap, we also overlay actors)
nosave bool swwm_mm_missiles = true; // show projectiles (how revolutionary)
nosave int swwm_mm_colorset = 0; // 0: SWWM GZ, 1: GZDoom, 2: Doom, 3: Strife, 4: Raven
nosave color swwm_mm_backcolor = "10 10 10";
nosave color swwm_mm_cdwallcolor = "30 50 70";
nosave color swwm_mm_efwallcolor = "80 a0 c0";
nosave color swwm_mm_fdwallcolor = "50 70 90";
nosave color swwm_mm_gridcolor = "30 20 40";
nosave color swwm_mm_interlevelcolor = "ff 00 60";
nosave color swwm_mm_intralevelcolor = "00 60 ff";
nosave color swwm_mm_lockedcolor = "00 90 80";
nosave color swwm_mm_notseencolor = "20 20 30";
nosave color swwm_mm_portalcolor = "40 30 20";
nosave color swwm_mm_secretsectorcolor = "80 00 ff";
nosave color swwm_mm_secretwallcolor = "60 40 80";
nosave color swwm_mm_specialwallcolor = "ff a0 00";
nosave color swwm_mm_thingcolor = "ff ff ff";
nosave color swwm_mm_thingcolor_citem = "00 ff ff";
nosave color swwm_mm_thingcolor_friend = "80 ff a0";
nosave color swwm_mm_thingcolor_item = "ff c0 00";
nosave color swwm_mm_thingcolor_monster = "ff 60 40";
nosave color swwm_mm_thingcolor_ncmonster = "a0 40 20";
nosave color swwm_mm_thingcolor_shootable = "ff a0 a0"; // thingcolor as fallback
nosave color swwm_mm_thingcolor_vipitem = "80 60 ff"; // unexploredsecretcolor as fallback
nosave color swwm_mm_thingcolor_missile = "ff a0 20"; // specialwallcolor as fallback
nosave color swwm_mm_tswallcolor = "30 20 40";
nosave color swwm_mm_unexploredsecretcolor = "40 00 80";
nosave color swwm_mm_wallcolor = "c0 e0 ff";
nosave color swwm_mm_xhaircolor = "80 80 ff";
nosave color swwm_mm_yourcolor = "80 ff 00";
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