View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006242 | The Dark Mod | Coding | public | 23.01.2023 03:03 | 05.02.2023 21:50 |
Reporter | Daft Mugi | Assigned To | nbohr1more | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.12 | Fixed in Version | TDM 2.12 | ||
Summary | 0006242: cvar 'tdm_toggle_creep' does nothing | ||||
Description | The cvar 'tdm_toggle_creep' does nothing. game/gamesys/SysCvar.cpp 258:idCVar cv_tdm_creep_toggle( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_BOOL, "Set to 1 to make creep toggleable." ); This is awkward, because 'tdm_toggle_creep' is available in the in-game console. Proposal: 1. delete line 2. comment out line | ||||
Tags | No tags attached. | ||||
related to | 0000558 | resolved | nbohr1more | Add ability to toggle creeping |
related to | 0005320 | resolved | AluminumHaste | When Always Run is enabled, the Creep modifier does nothing |
This cvar used to work in 2.06. I wonder what broke it? | |
Just to be clear, this cvar should allow players to click the creep key once and you will remain in creep mode until you click it again. You must pair this cvar with a key bind: bind "<preferred key>" "toggle tdm_toggle_creep 0 1" The default behavior requires you to hold-down the creep key to remain in creep mode. |
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I searched for 'toggle_creep' throughout the codebase and found no reference to it other than that single line. Did I miss something? Also, there was a recent discussion about toggle creep: https://forums.thedarkmod.com/index.php?/topic/21692-any-way-to-toggle-creep-instead-of-holding-down-ctrl/ |
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Looks like someone reverted my code for some reason: else if( AI_CREEP ) { returnval = (isCrouched) ? m_stepvol_crouch_creep : m_stepvol_creep; } Should look like: else if( AI_CREEP || in_toggleCreep ) |
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Nevermind, all the conditionals for "cv_tdm_creep_toggle.GetBool()" are intact. Just need to update the thread and see what's happening if players implement things correctly. |
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Oh, I see what happened. The cvar is "tdm_toggle_creep" but the variable name is "cv_tdm_creep_toggle". "toggle_creep" and "creep_toggle" are reversed. That's why my search failed. It would be good to change that variable name to match the cvar name. |
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Also, it would be good to change how this works. bind "<preferred key>" "toggle tdm_toggle_creep 0 1" That works differently than the other "tdm_toggle_*" cvars: tdm_toggle_crouch, tdm_toggle_sheath, pm_toggle_lean. When tdm_toggle_creep is 1, the creep key should toggle creep on or off by setting a different variable. This would work like toggle crouch. When always run is enabled and creeping, bypass always run behavior and creep. What do you think? |
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If you wish to offer a patch to change it, I would gladly review it. My changes were just a way to offer the feature before 2.06 arrived. |
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@nbohr1more All right. Done. That was more involved than I expected. =) There are two patches: one for code, one for assets. Note: 1. Converts creep from a button to an impulse. 2. When toggle creep is active and tdm_drag2_rigid_silentmode is set to 1, silent mode will be active. Just like holding down the creep key. 3. mainmenu_settings_controls.gui needs a "#str_" string for "Toggle Creep". 4. Players will need to rebind their creep key from "_button5" to "_creep". This shouldn't be much of an issue, because the player will see that Creep has become unbound in the settings menu and rebind it. r10259-change-toggle-creep.diff (9,262 bytes)
diff --git framework/Console.cpp framework/Console.cpp index 7f68858..f139421 100644 --- framework/Console.cpp +++ framework/Console.cpp @@ -425,7 +425,6 @@ void idConsoleLocal::Close() { displayFrac = 0; // don't scroll to that point, go immediately ClearNotifyLines(); - cv_tdm_creep_toggle.SetBool( 0 ); } /* diff --git framework/UsercmdGen.cpp framework/UsercmdGen.cpp index 33eefe8..50591be 100644 --- framework/UsercmdGen.cpp +++ framework/UsercmdGen.cpp @@ -164,7 +164,6 @@ userCmdString_t userCmdStrings[] = { // self-explanatory names { "_jump", UB_UP }, { "_parry", UB_PARRY_MANIPULATE }, - { "_creep", UB_CREEP }, { "_weapon0", UB_WEAPON0 }, { "_weapon1", UB_WEAPON1 }, @@ -198,6 +197,7 @@ userCmdString_t userCmdStrings[] = { { "_inventory_group_next", UB_INVENTORY_GROUP_NEXT }, { "_inventory_use", UB_INVENTORY_USE }, { "_inventory_drop", UB_INVENTORY_DROP }, + { "_creep", UB_CREEP }, // legacy names { "_moveUp", UB_UP }, @@ -223,7 +223,7 @@ userCmdString_t userCmdStrings[] = { { "_button2", UB_BUTTON2 }, { "_button3", UB_BUTTON3 }, { "_button4", UB_BUTTON4 }, - { "_button5", UB_CREEP }, + { "_button5", UB_BUTTON5 }, { "_button6", UB_BUTTON6 }, { "_button7", UB_BUTTON7 }, @@ -280,7 +280,7 @@ userCmdString_t userCmdStrings[] = { { "_impulse50", UB_INVENTORY_GROUP_NEXT }, { "_impulse51", UB_INVENTORY_USE }, { "_impulse52", UB_INVENTORY_DROP }, - { "_impulse53", UB_IMPULSE53 }, + { "_impulse53", UB_CREEP }, { "_impulse54", UB_IMPULSE54 }, { "_impulse55", UB_IMPULSE55 }, { "_impulse56", UB_IMPULSE56 }, diff --git framework/UsercmdGen.h framework/UsercmdGen.h index 03132d6..ab6d74e 100644 --- framework/UsercmdGen.h +++ framework/UsercmdGen.h @@ -49,7 +49,7 @@ typedef enum { UB_BUTTON2, UB_BUTTON3, UB_BUTTON4, - UB_CREEP, + UB_BUTTON5, UB_BUTTON6, UB_BUTTON7, @@ -118,7 +118,7 @@ typedef enum { UB_INVENTORY_GROUP_NEXT, UB_INVENTORY_USE, UB_INVENTORY_DROP, - UB_IMPULSE53, + UB_CREEP, UB_IMPULSE54, UB_IMPULSE55, UB_IMPULSE56, @@ -140,7 +140,7 @@ const int BUTTON_RUN = BIT(1); const int BUTTON_ZOOM = BIT(2); const int BUTTON_SCORES = BIT(3); const int BUTTON_MLOOK = BIT(4); -const int BUTTON_CREEP = BIT(5); +const int BUTTON_5 = BIT(5); const int BUTTON_6 = BIT(6); const int BUTTON_7 = BIT(7); @@ -190,6 +190,7 @@ enum { IMPULSE_INVENTORY_GROUP_NEXT, IMPULSE_INVENTORY_USE, IMPULSE_INVENTORY_DROP, + IMPULSE_CREEP, IMPULSE_MAX }; diff --git game/Grabber.cpp game/Grabber.cpp index 8cabe6e..27ff7ca 100755 --- game/Grabber.cpp +++ game/Grabber.cpp @@ -378,7 +378,7 @@ void CGrabber::Update( idPlayer *player, bool hold, bool preservePosition ) //stgatilov #5599: new grabber, detect if we should set silent mode switch (cv_drag_rigid_silentmode.GetInteger()) { case 1: - if (player->usercmd.buttons & BUTTON_CREEP) + if (player->m_CreepIntent) m_silentMode = true; break; case 2: diff --git game/Player.cpp game/Player.cpp index 2dc7dab..f9af53c 100644 --- game/Player.cpp +++ game/Player.cpp @@ -718,6 +718,8 @@ idPlayer::idPlayer() : m_CrouchIntent = false; m_CrouchToggleBypassed = false; + m_CreepIntent = false; + m_LeanButtonTimeStamp = 0; m_InventoryOverlay = -1; objectivesOverlay = -1; @@ -2329,6 +2331,8 @@ void idPlayer::Save( idSaveGame *savefile ) const { savefile->WriteBool( m_IdealCrouchState ); savefile->WriteBool( m_CrouchIntent ); + savefile->WriteBool( m_CreepIntent ); + savefile->WriteInt(m_InventoryOverlay); savefile->WriteInt(m_WaitUntilReadyGuiHandle); @@ -2678,6 +2682,8 @@ void idPlayer::Restore( idRestoreGame *savefile ) { // stgatilov: no need to save it, but better reset it on load m_CrouchToggleBypassed = false; + savefile->ReadBool( m_CreepIntent ); + savefile->ReadInt(m_InventoryOverlay); savefile->ReadInt(m_WaitUntilReadyGuiHandle); @@ -3434,12 +3440,12 @@ void idPlayer::UpdateConditions( void ) AI_DEAD = ( health <= 0 ); // DarkMod: Catch the creep modifier - if (cv_tdm_creep_toggle.GetBool()){ + if (m_CreepIntent) { AI_CREEP = true; } else { int creepLimit = cv_pm_creepmod.GetFloat() * 127; - AI_CREEP = (usercmd.buttons & BUTTON_CREEP) || + AI_CREEP = m_CreepIntent || (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } } @@ -4934,7 +4940,7 @@ void idPlayer::BobCycle( const idVec3 &pushVelocity ) { } // greebo: is the player creeping? (Only kicks in when not running, run key cancels out creep key) - if ( (cv_tdm_creep_toggle.GetBool() || (usercmd.buttons & BUTTON_CREEP)) && !(usercmd.buttons & BUTTON_RUN)) + if ( m_CreepIntent && !(usercmd.buttons & BUTTON_RUN) ) { bobmove *= 0.5f * (1 - bobFrac); } @@ -5711,6 +5717,24 @@ void idPlayer::PerformImpulse( int impulse ) { } break; + case IMPULSE_CREEP: // Creep + { + if (cv_tdm_toggle_creep.GetBool()) + { + if (entityNumber == gameLocal.localClientNum) + { + m_CreepIntent = !m_CreepIntent; + } + } + else + { + m_CreepIntent = true; + } + + m_ButtonStateTracker.StartTracking(impulse); + } + break; + case IMPULSE_MANTLE: { if ( entityNumber == gameLocal.localClientNum ) @@ -6048,6 +6072,13 @@ void idPlayer::PerformKeyRelease(int impulse, int holdTime) break; + case IMPULSE_CREEP: // TDM creep + if (!cv_tdm_toggle_creep.GetBool()) + { + m_CreepIntent = false; + } + break; + case IMPULSE_FROB: // TDM Use/Frob { PerformFrobKeyRelease(holdTime); @@ -6467,7 +6498,7 @@ void idPlayer::AdjustSpeed( void ) speed = pm_noclipspeed.GetFloat() * cv_pm_runmod.GetFloat(); bobFrac = 0.0f; } - else if ((usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool()) + else if (m_CreepIntent) { // slow "creep" noclip speed = pm_noclipspeed.GetFloat() * cv_pm_creepmod.GetFloat(); @@ -6488,8 +6519,7 @@ void idPlayer::AdjustSpeed( void ) speed = walkSpeed * cv_pm_runmod.GetFloat(); // apply creep modifier; creep is on button_5 - const bool bCreeping = (usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool(); - if (bCreeping) + if (m_CreepIntent) { speed *= (cv_pm_running_creepmod.GetFloat()); } @@ -6527,9 +6557,8 @@ void idPlayer::AdjustSpeed( void ) speed = pm_walkspeed.GetFloat(); bobFrac = 0.0f; - // apply creep modifier; creep is on button_5 - const bool bCreeping = (usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool(); - if(bCreeping) + // apply creep modifier + if (m_CreepIntent) { speed *= cv_pm_creepmod.GetFloat(); } @@ -6537,7 +6566,7 @@ void idPlayer::AdjustSpeed( void ) // STiFU #1932: Apply hinderance not only to max speed but to all speeds. if (cv_pm_softhinderance_active.GetBool()) { - if (bCreeping) + if (m_CreepIntent) { speed *= (cv_pm_softhinderance_creep.GetFloat() * fCurrentHinderance + 1.0f - cv_pm_softhinderance_creep.GetFloat()); diff --git game/Player.h game/Player.h index 228d48f..a51a589 100644 --- game/Player.h +++ game/Player.h @@ -396,6 +396,10 @@ public: // player has pressed toggle crouch while on a rope or ladder/vine. bool m_CrouchToggleBypassed; + // Daft Mugi: For new toggle creep, this is set to true when the + // player is holding the creep button or toggle creep is active. + bool m_CreepIntent; + // STiFU: FrobHelper alpha calculation CFrobHelper m_FrobHelper; diff --git game/gamesys/SysCvar.cpp game/gamesys/SysCvar.cpp index 05a15de..0bc7994 100644 --- game/gamesys/SysCvar.cpp +++ game/gamesys/SysCvar.cpp @@ -253,7 +253,7 @@ idCVar cv_tdm_crouch_toggle_hold_time( "tdm_crouch_toggle_hold_time", "400", C idCVar cv_tdm_reattach_delay( "tdm_reattach_delay", "100", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Delay (in ms) for reattaching to ropes/ladders after detaching using crouch." ); // nbohr1more: #558 Toggle Creep -idCVar cv_tdm_creep_toggle( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_BOOL, "Set to 1 to make creep toggleable." ); +idCVar cv_tdm_toggle_creep( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Set to 1 to make creep toggleable." ); // #6232: Player choice of sheathe key behavior idCVar cv_tdm_toggle_sheathe( diff --git game/gamesys/SysCvar.h game/gamesys/SysCvar.h index 708363f..0d558ff 100644 --- game/gamesys/SysCvar.h +++ game/gamesys/SysCvar.h @@ -222,7 +222,7 @@ extern idCVar cv_tdm_crouch_toggle_hold_time; extern idCVar cv_tdm_reattach_delay; // nbohr1more: #558 TDM toggle creep -extern idCVar cv_tdm_creep_toggle; +extern idCVar cv_tdm_toggle_creep; // #6232: Player choice of sheathe key behavior extern idCVar cv_tdm_toggle_sheathe; diff --git game/physics/Physics_Player.cpp game/physics/Physics_Player.cpp index f3aa820..e610f28 100644 --- game/physics/Physics_Player.cpp +++ game/physics/Physics_Player.cpp @@ -915,7 +915,7 @@ void idPhysics_Player::PlaySwimBurstSound() return; // speed mod - if ((pPlayer->usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool()) + if (pPlayer->m_CreepIntent) { sSound += "_creep"; } else if (pPlayer->usercmd.buttons & BUTTON_RUN) r16758-assets-change-toggle-creep.diff (7,350 bytes)
diff --git default.cfg default.cfg index 6df96d5..d5590e0 100644 --- default.cfg +++ default.cfg @@ -68,7 +68,7 @@ bind "LEFTARROW" "_left" bind "RIGHTARROW" "_right" bind "ALT" "_strafe" // creep -bind "CTRL" "_button5" +bind "CTRL" "_creep" bind "SHIFT" "_speed" bind "DEL" "_lookdown" bind "PGDN" "_lookup" diff --git guis/mainmenu_settings_controls.gui guis/mainmenu_settings_controls.gui index f6ad6f6..9273cd9 100644 --- guis/mainmenu_settings_controls.gui +++ guis/mainmenu_settings_controls.gui @@ -553,7 +553,7 @@ windowDef SettingsControlsCanvas bindDef CreepKey { rect SETTINGS_X_OFFSET_CONTROLS, 85, 110, MM_LINE_H - bind "_button5" + bind "_creep" BINDINGS_TEXT } @@ -1209,107 +1209,100 @@ windowDef SettingsControlsCanvas windowDef SCGeneralText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H - text "#str_02382" // Toggle Crouch + text "#str_02383" // Always Run SETTINGS_TEXT } windowDef SCGeneralText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H - text "#str_02383" // Always Run + text "Toggle Creep" // Toggle Creep SETTINGS_TEXT } windowDef SCGeneralText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H - text "#str_02384" // Toggle Lean + text "#str_02382" // Toggle Crouch SETTINGS_TEXT } windowDef SCGeneralText4 { rect TEXT_X_OFFSET, 51, 230, MM_LINE_H - text "#str_02385" // Free Look + text "#str_02384" // Toggle Lean SETTINGS_TEXT } - windowDef SCGeneralText41 + windowDef SCGeneralText5 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_menu_ToggleSheathe" // Toggle Sheathe SETTINGS_TEXT } - windowDef SCGeneralText5 + windowDef SCGeneralText6 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H - text "#str_02441" // Invert Mouse + text "#str_02385" // Free Look SETTINGS_TEXT } - windowDef SCGeneralText6 + windowDef SCGeneralText7 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H - text "#str_02442" // Smooth Mouse + text "#str_02441" // Invert Mouse SETTINGS_TEXT } - windowDef SCGeneralText7 + windowDef SCGeneralText8 { rect TEXT_X_OFFSET, 119, 230, MM_LINE_H - text "#str_02443" // Mouse Sensitivity + text "#str_02442" // Smooth Mouse SETTINGS_TEXT } - /*windowDef SCGeneralText8 - { - rect TEXT_X_OFFSET, 119, 230, MM_LINE_H - text "Empty" - SETTINGS_TEXT - }*/ - windowDef SCGeneralText9 { rect TEXT_X_OFFSET, 136, 230, MM_LINE_H - text "#str_07312" // Objectives + text "#str_02443" // Mouse Sensitivity SETTINGS_TEXT } windowDef SCGeneralText10 { rect TEXT_X_OFFSET, 153, 230, MM_LINE_H - text "#str_07178" // Quicksave + text "#str_07312" // Objectives SETTINGS_TEXT } windowDef SCGeneralText11 { rect TEXT_X_OFFSET, 170, 230, MM_LINE_H - text "#str_07177" // Quickload + text "#str_07178" // Quicksave SETTINGS_TEXT } windowDef SCGeneralText12 { rect TEXT_X_OFFSET, 187, 230, MM_LINE_H - text "#str_02917" // Save Screenshot + text "#str_07177" // Quickload SETTINGS_TEXT } - /*windowDef SCGeneralText13 + windowDef SCGeneralText13 { - rect TEXT_X_OFFSET, 203, 230, MM_LINE_H - text "Empty" + rect TEXT_X_OFFSET, 204, 230, MM_LINE_H + text "#str_02917" // Save Screenshot SETTINGS_TEXT - }*/ + } choiceDef SCGeneralBind1 { rect SETTINGS_X_OFFSET, 0, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" - cvar "tdm_toggle_crouch" + cvar "in_alwaysRun" CHOICE_DEF } @@ -1318,7 +1311,7 @@ windowDef SettingsControlsCanvas rect SETTINGS_X_OFFSET, 17, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" - cvar "in_alwaysRun" + cvar "tdm_toggle_creep" CHOICE_DEF } @@ -1327,7 +1320,7 @@ windowDef SettingsControlsCanvas rect SETTINGS_X_OFFSET, 34, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" - cvar "pm_lean_toggle" + cvar "tdm_toggle_crouch" CHOICE_DEF } @@ -1336,11 +1329,11 @@ windowDef SettingsControlsCanvas rect SETTINGS_X_OFFSET, 51, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" - cvar "in_freeLook" + cvar "pm_lean_toggle" CHOICE_DEF } - choiceDef SCGeneralBind41 + choiceDef SCGeneralBind5 { rect SETTINGS_X_OFFSET, 68, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled @@ -1349,9 +1342,18 @@ windowDef SettingsControlsCanvas CHOICE_DEF } - choiceDef SCGeneralBind5 + choiceDef SCGeneralBind6 { rect SETTINGS_X_OFFSET, 85, 80, MM_LINE_H + choices "#str_07300" // Disabled;Enabled + values "0;1" + cvar "in_freeLook" + CHOICE_DEF + } + + choiceDef SCGeneralBind7 + { + rect SETTINGS_X_OFFSET, 102, 80, MM_LINE_H choices "#str_04221" // No;Yes values "0.022;-0.022" cvar "m_pitch" @@ -1360,7 +1362,7 @@ windowDef SettingsControlsCanvas windowDef SmoothMouseSlider { - rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 107, 128, MM_SLIDER_H + rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 124, 128, MM_SLIDER_H background "guis/assets/mainmenu/buttons_settingsmenu/slider_bg" matcolor 0, 0, 0, 1 noevents 1 @@ -1368,7 +1370,7 @@ windowDef SettingsControlsCanvas sliderDef SmoothMouse { - rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 107, 71, 8 + rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 124, 71, 8 forecolor 1, .8, .8, .85 matcolor 1, 1, 1, 1 low 1 @@ -1380,7 +1382,7 @@ windowDef SettingsControlsCanvas windowDef SensitivitySlider { - rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 124, 128, MM_SLIDER_H + rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 141, 128, MM_SLIDER_H background "guis/assets/mainmenu/buttons_settingsmenu/slider_bg" matcolor 0, 0, 0, 1 noevents 1 @@ -1388,7 +1390,7 @@ windowDef SettingsControlsCanvas sliderDef MouseSensitivity { - rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 124, 71, 8 + rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 141, 71, 8 forecolor 1, .8, .8, .85 matcolor 1, 1, 1, 1 low 1 @@ -1398,46 +1400,32 @@ windowDef SettingsControlsCanvas cvar "sensitivity" } - /*bindDef SCGeneralBind8 - { - rect SETTINGS_X_OFFSET_CONTROLS_GENERAL, 119, 110, MM_LINE_H - bind "_impulse51" - BINDINGS_TEXT - }*/ - - bindDef SCGeneralBind9 - { - rect SETTINGS_X_OFFSET_CONTROLS, 136, 110, MM_LINE_H - bind "_impulse19" - BINDINGS_TEXT - } - bindDef SCGeneralBind10 { rect SETTINGS_X_OFFSET_CONTROLS, 153, 110, MM_LINE_H - bind "savegame quick" + bind "_impulse19" BINDINGS_TEXT } bindDef SCGeneralBind11 { rect SETTINGS_X_OFFSET_CONTROLS, 170, 110, MM_LINE_H - bind "loadgame quick" + bind "savegame quick" BINDINGS_TEXT } bindDef SCGeneralBind12 { rect SETTINGS_X_OFFSET_CONTROLS, 187, 110, MM_LINE_H - bind "screenshot" + bind "loadgame quick" BINDINGS_TEXT } - /*bindDef SCGeneralBind13 + bindDef SCGeneralBind13 { - rect SETTINGS_X_OFFSET_CONTROLS, 203, 110, MM_LINE_H - bind "none" + rect SETTINGS_X_OFFSET_CONTROLS, 204, 110, MM_LINE_H + bind "screenshot" BINDINGS_TEXT - }*/ + } } } |
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Attached v2 of code patch, because I found some extraneous code. 1. Apply r10259-remove-extraneous-code.diff after r10259-change-toggle-creep.diff (version 1). 2. Or, only apply r10259-change-toggle-creep-v2.diff (version 2). r10259-remove-extraneous-code.diff (741 bytes)
diff --git game/Player.cpp game/Player.cpp index f9af53c..baf93a9 100644 --- game/Player.cpp +++ game/Player.cpp @@ -3439,15 +3439,9 @@ void idPlayer::UpdateConditions( void ) AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && true ; AI_DEAD = ( health <= 0 ); - // DarkMod: Catch the creep modifier - if (m_CreepIntent) { - AI_CREEP = true; - } - else { - int creepLimit = cv_pm_creepmod.GetFloat() * 127; - AI_CREEP = m_CreepIntent || - (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); - } + int creepLimit = cv_pm_creepmod.GetFloat() * 127; + AI_CREEP = m_CreepIntent || + (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } /* r10259-change-toggle-creep-v2.diff (9,450 bytes)
diff --git framework/Console.cpp framework/Console.cpp index 7f68858..f139421 100644 --- framework/Console.cpp +++ framework/Console.cpp @@ -425,7 +425,6 @@ void idConsoleLocal::Close() { displayFrac = 0; // don't scroll to that point, go immediately ClearNotifyLines(); - cv_tdm_creep_toggle.SetBool( 0 ); } /* diff --git framework/UsercmdGen.cpp framework/UsercmdGen.cpp index 33eefe8..50591be 100644 --- framework/UsercmdGen.cpp +++ framework/UsercmdGen.cpp @@ -164,7 +164,6 @@ userCmdString_t userCmdStrings[] = { // self-explanatory names { "_jump", UB_UP }, { "_parry", UB_PARRY_MANIPULATE }, - { "_creep", UB_CREEP }, { "_weapon0", UB_WEAPON0 }, { "_weapon1", UB_WEAPON1 }, @@ -198,6 +197,7 @@ userCmdString_t userCmdStrings[] = { { "_inventory_group_next", UB_INVENTORY_GROUP_NEXT }, { "_inventory_use", UB_INVENTORY_USE }, { "_inventory_drop", UB_INVENTORY_DROP }, + { "_creep", UB_CREEP }, // legacy names { "_moveUp", UB_UP }, @@ -223,7 +223,7 @@ userCmdString_t userCmdStrings[] = { { "_button2", UB_BUTTON2 }, { "_button3", UB_BUTTON3 }, { "_button4", UB_BUTTON4 }, - { "_button5", UB_CREEP }, + { "_button5", UB_BUTTON5 }, { "_button6", UB_BUTTON6 }, { "_button7", UB_BUTTON7 }, @@ -280,7 +280,7 @@ userCmdString_t userCmdStrings[] = { { "_impulse50", UB_INVENTORY_GROUP_NEXT }, { "_impulse51", UB_INVENTORY_USE }, { "_impulse52", UB_INVENTORY_DROP }, - { "_impulse53", UB_IMPULSE53 }, + { "_impulse53", UB_CREEP }, { "_impulse54", UB_IMPULSE54 }, { "_impulse55", UB_IMPULSE55 }, { "_impulse56", UB_IMPULSE56 }, diff --git framework/UsercmdGen.h framework/UsercmdGen.h index 03132d6..ab6d74e 100644 --- framework/UsercmdGen.h +++ framework/UsercmdGen.h @@ -49,7 +49,7 @@ typedef enum { UB_BUTTON2, UB_BUTTON3, UB_BUTTON4, - UB_CREEP, + UB_BUTTON5, UB_BUTTON6, UB_BUTTON7, @@ -118,7 +118,7 @@ typedef enum { UB_INVENTORY_GROUP_NEXT, UB_INVENTORY_USE, UB_INVENTORY_DROP, - UB_IMPULSE53, + UB_CREEP, UB_IMPULSE54, UB_IMPULSE55, UB_IMPULSE56, @@ -140,7 +140,7 @@ const int BUTTON_RUN = BIT(1); const int BUTTON_ZOOM = BIT(2); const int BUTTON_SCORES = BIT(3); const int BUTTON_MLOOK = BIT(4); -const int BUTTON_CREEP = BIT(5); +const int BUTTON_5 = BIT(5); const int BUTTON_6 = BIT(6); const int BUTTON_7 = BIT(7); @@ -190,6 +190,7 @@ enum { IMPULSE_INVENTORY_GROUP_NEXT, IMPULSE_INVENTORY_USE, IMPULSE_INVENTORY_DROP, + IMPULSE_CREEP, IMPULSE_MAX }; diff --git game/Grabber.cpp game/Grabber.cpp index 8cabe6e..27ff7ca 100755 --- game/Grabber.cpp +++ game/Grabber.cpp @@ -378,7 +378,7 @@ void CGrabber::Update( idPlayer *player, bool hold, bool preservePosition ) //stgatilov #5599: new grabber, detect if we should set silent mode switch (cv_drag_rigid_silentmode.GetInteger()) { case 1: - if (player->usercmd.buttons & BUTTON_CREEP) + if (player->m_CreepIntent) m_silentMode = true; break; case 2: diff --git game/Player.cpp game/Player.cpp index 2dc7dab..baf93a9 100644 --- game/Player.cpp +++ game/Player.cpp @@ -718,6 +718,8 @@ idPlayer::idPlayer() : m_CrouchIntent = false; m_CrouchToggleBypassed = false; + m_CreepIntent = false; + m_LeanButtonTimeStamp = 0; m_InventoryOverlay = -1; objectivesOverlay = -1; @@ -2329,6 +2331,8 @@ void idPlayer::Save( idSaveGame *savefile ) const { savefile->WriteBool( m_IdealCrouchState ); savefile->WriteBool( m_CrouchIntent ); + savefile->WriteBool( m_CreepIntent ); + savefile->WriteInt(m_InventoryOverlay); savefile->WriteInt(m_WaitUntilReadyGuiHandle); @@ -2678,6 +2682,8 @@ void idPlayer::Restore( idRestoreGame *savefile ) { // stgatilov: no need to save it, but better reset it on load m_CrouchToggleBypassed = false; + savefile->ReadBool( m_CreepIntent ); + savefile->ReadInt(m_InventoryOverlay); savefile->ReadInt(m_WaitUntilReadyGuiHandle); @@ -3433,15 +3439,9 @@ void idPlayer::UpdateConditions( void ) AI_RUN = ( usercmd.buttons & BUTTON_RUN ) && true ; AI_DEAD = ( health <= 0 ); - // DarkMod: Catch the creep modifier - if (cv_tdm_creep_toggle.GetBool()){ - AI_CREEP = true; - } - else { - int creepLimit = cv_pm_creepmod.GetFloat() * 127; - AI_CREEP = (usercmd.buttons & BUTTON_CREEP) || - (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); - } + int creepLimit = cv_pm_creepmod.GetFloat() * 127; + AI_CREEP = m_CreepIntent || + (idMath::Abs(usercmd.forwardmove) <= creepLimit && idMath::Abs(usercmd.rightmove) <= creepLimit); } /* @@ -4934,7 +4934,7 @@ void idPlayer::BobCycle( const idVec3 &pushVelocity ) { } // greebo: is the player creeping? (Only kicks in when not running, run key cancels out creep key) - if ( (cv_tdm_creep_toggle.GetBool() || (usercmd.buttons & BUTTON_CREEP)) && !(usercmd.buttons & BUTTON_RUN)) + if ( m_CreepIntent && !(usercmd.buttons & BUTTON_RUN) ) { bobmove *= 0.5f * (1 - bobFrac); } @@ -5711,6 +5711,24 @@ void idPlayer::PerformImpulse( int impulse ) { } break; + case IMPULSE_CREEP: // Creep + { + if (cv_tdm_toggle_creep.GetBool()) + { + if (entityNumber == gameLocal.localClientNum) + { + m_CreepIntent = !m_CreepIntent; + } + } + else + { + m_CreepIntent = true; + } + + m_ButtonStateTracker.StartTracking(impulse); + } + break; + case IMPULSE_MANTLE: { if ( entityNumber == gameLocal.localClientNum ) @@ -6048,6 +6066,13 @@ void idPlayer::PerformKeyRelease(int impulse, int holdTime) break; + case IMPULSE_CREEP: // TDM creep + if (!cv_tdm_toggle_creep.GetBool()) + { + m_CreepIntent = false; + } + break; + case IMPULSE_FROB: // TDM Use/Frob { PerformFrobKeyRelease(holdTime); @@ -6467,7 +6492,7 @@ void idPlayer::AdjustSpeed( void ) speed = pm_noclipspeed.GetFloat() * cv_pm_runmod.GetFloat(); bobFrac = 0.0f; } - else if ((usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool()) + else if (m_CreepIntent) { // slow "creep" noclip speed = pm_noclipspeed.GetFloat() * cv_pm_creepmod.GetFloat(); @@ -6488,8 +6513,7 @@ void idPlayer::AdjustSpeed( void ) speed = walkSpeed * cv_pm_runmod.GetFloat(); // apply creep modifier; creep is on button_5 - const bool bCreeping = (usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool(); - if (bCreeping) + if (m_CreepIntent) { speed *= (cv_pm_running_creepmod.GetFloat()); } @@ -6527,9 +6551,8 @@ void idPlayer::AdjustSpeed( void ) speed = pm_walkspeed.GetFloat(); bobFrac = 0.0f; - // apply creep modifier; creep is on button_5 - const bool bCreeping = (usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool(); - if(bCreeping) + // apply creep modifier + if (m_CreepIntent) { speed *= cv_pm_creepmod.GetFloat(); } @@ -6537,7 +6560,7 @@ void idPlayer::AdjustSpeed( void ) // STiFU #1932: Apply hinderance not only to max speed but to all speeds. if (cv_pm_softhinderance_active.GetBool()) { - if (bCreeping) + if (m_CreepIntent) { speed *= (cv_pm_softhinderance_creep.GetFloat() * fCurrentHinderance + 1.0f - cv_pm_softhinderance_creep.GetFloat()); diff --git game/Player.h game/Player.h index 228d48f..a51a589 100644 --- game/Player.h +++ game/Player.h @@ -396,6 +396,10 @@ public: // player has pressed toggle crouch while on a rope or ladder/vine. bool m_CrouchToggleBypassed; + // Daft Mugi: For new toggle creep, this is set to true when the + // player is holding the creep button or toggle creep is active. + bool m_CreepIntent; + // STiFU: FrobHelper alpha calculation CFrobHelper m_FrobHelper; diff --git game/gamesys/SysCvar.cpp game/gamesys/SysCvar.cpp index 05a15de..0bc7994 100644 --- game/gamesys/SysCvar.cpp +++ game/gamesys/SysCvar.cpp @@ -253,7 +253,7 @@ idCVar cv_tdm_crouch_toggle_hold_time( "tdm_crouch_toggle_hold_time", "400", C idCVar cv_tdm_reattach_delay( "tdm_reattach_delay", "100", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Delay (in ms) for reattaching to ropes/ladders after detaching using crouch." ); // nbohr1more: #558 Toggle Creep -idCVar cv_tdm_creep_toggle( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_BOOL, "Set to 1 to make creep toggleable." ); +idCVar cv_tdm_toggle_creep( "tdm_toggle_creep", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Set to 1 to make creep toggleable." ); // #6232: Player choice of sheathe key behavior idCVar cv_tdm_toggle_sheathe( diff --git game/gamesys/SysCvar.h game/gamesys/SysCvar.h index 708363f..0d558ff 100644 --- game/gamesys/SysCvar.h +++ game/gamesys/SysCvar.h @@ -222,7 +222,7 @@ extern idCVar cv_tdm_crouch_toggle_hold_time; extern idCVar cv_tdm_reattach_delay; // nbohr1more: #558 TDM toggle creep -extern idCVar cv_tdm_creep_toggle; +extern idCVar cv_tdm_toggle_creep; // #6232: Player choice of sheathe key behavior extern idCVar cv_tdm_toggle_sheathe; diff --git game/physics/Physics_Player.cpp game/physics/Physics_Player.cpp index f3aa820..e610f28 100644 --- game/physics/Physics_Player.cpp +++ game/physics/Physics_Player.cpp @@ -915,7 +915,7 @@ void idPhysics_Player::PlaySwimBurstSound() return; // speed mod - if ((pPlayer->usercmd.buttons & BUTTON_CREEP) || cv_tdm_creep_toggle.GetBool()) + if (pPlayer->m_CreepIntent) { sSound += "_creep"; } else if (pPlayer->usercmd.buttons & BUTTON_RUN) |
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I'm going to explore a different way of doing the patch that keeps it as a button. That may require less of a code change. If successful, I'll post that. |
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Nope. That's not going to work. It's better as an impulse as far as I can tell. | |
Source revision 10260 Assets revision 16760 |
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Thanks! Could you please post an SVN assets diff here, since I don't have read access to the SVN assets? |
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For the code, there's a small edit to the comments that can be made to remove references to the old "button_5" to reduce confusion for future coders. r10260-edit-comments.diff (676 bytes)
diff --git game/Player.cpp game/Player.cpp index 1d2712a..c6f71dd 100644 --- game/Player.cpp +++ game/Player.cpp @@ -6512,7 +6512,7 @@ void idPlayer::AdjustSpeed( void ) float walkSpeed = pm_walkspeed.GetFloat(); speed = walkSpeed * cv_pm_runmod.GetFloat(); - // apply creep modifier; creep is on button_5 + // apply creep modifier if (m_CreepIntent) { speed *= (cv_pm_running_creepmod.GetFloat()); @@ -6551,7 +6551,7 @@ void idPlayer::AdjustSpeed( void ) speed = pm_walkspeed.GetFloat(); bobFrac = 0.0f; - // apply creep modifier; creep is on button_5 + // apply creep modifier if (m_CreepIntent) { speed *= cv_pm_creepmod.GetFloat(); |
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Source Rev 10261 Also attached modified assets default.cfg (3,652 bytes)
unbindall // use inventory item bind "ENTER" "_impulse51" bind "ESCAPE" "togglemenu" bind "SPACE" "_moveup" // console bind "^" "_impulse0" // next inv group bind "-" "_impulse50" bind "0" "_impulse10" bind "1" "_impulse1" bind "2" "_impulse2" bind "3" "_impulse3" bind "4" "_impulse4" bind "5" "_impulse5" bind "6" "_impulse6" bind "7" "_impulse7" bind "8" "_impulse8" bind "9" "_impulse9" // prev inv group bind "=" "_impulse49" // previous item bind "[" "_impulse48" bind "\" "_mlook" // next item bind "]" "_impulse47" bind "a" "_moveleft" // crouch bind "x" "_impulse23" bind "d" "_moveright" // Lean Right bind "e" "_impulse46" // lean forward bind "f" "_impulse44" // Readables bind "i" "inventory_cycle_group '#str_02391'" // spyglass bind "g" "inventory_use '#str_02396'" // compass bind "v" "inventory_hotkey '#str_02397'" // lantern bind "l" "inventory_use '#str_02395'" // maps bind "m" "inventory_cycle_maps" // objectives bind "o" "_impulse19" // keys bind "k" "inventory_cycle_group '#str_02392'" // lockpicks bind "p" "inventory_cycle_group '#str_02389'" // lean left bind "q" "_impulse45" // inventory use item bind "u" "_impulse51" // Inventory Drop item bind "r" "_impulse52" bind "s" "_back" bind "w" "_forward" // Mantle (without jumping) bind "c" "_impulse24" bind "y" "clientMessageMode 1" bind "z" "_zoom" bind "BACKSPACE" "inventory_hotkey" bind "PAUSE" "pause" bind "UPARROW" "_forward" bind "DOWNARROW" "_back" bind "LEFTARROW" "_left" bind "RIGHTARROW" "_right" bind "ALT" "_strafe" // creep bind "CTRL" "_creep" bind "SHIFT" "_speed" bind "DEL" "_lookdown" bind "PGDN" "_lookup" bind "END" "_impulse18" bind "F3" "_impulse17" bind "F5" "savegame quick" bind "F6" "_impulse20" bind "F7" "_impulse22" bind "F9" "loadgame quick" bind "F12" "screenshot" bind "MOUSE1" "_attack" // frob bind "MOUSE2" "_impulse41" bind "MOUSE3" "_zoom" bind "MWHEELDOWN" "_impulse14" bind "MWHEELUP" "_impulse15" // Gamepad bindings unbindPad // MODIFIER KEY bindPadButton MODIFIER PAD_L2 // ATTACK bindPadButton MOD_PRESS PAD_R2 "_attack" bindPadButton MOD_PRESS PAD_R1 "_parry" bindPadButton PRESS PAD_X "_attack" // WEAPONS bindPadButton MOD_LONG_PRESS PAD_UP "_weapon0" bindPadButton MOD_PRESS PAD_UP "_weapon_next" bindPadButton MOD_PRESS PAD_DOWN "_weapon_prev" bindPadButton MOD_PRESS PAD_LEFT "_weapon1" bindPadButton MOD_LONG_PRESS PAD_LEFT "_weapon2" bindPadButton MOD_PRESS PAD_RIGHT "_weapon3" bindPadButton MOD_LONG_PRESS PAD_RIGHT "_weapon4" // MOVEMENT / INTERACTION bindPadButton PRESS PAD_A "_jump" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" bindPadButton PRESS PAD_L1 "_lean_left" bindPadButton PRESS PAD_R1 "_lean_right" bindPadButton PRESS PAD_L3 "_speed" bindPadButton PRESS PAD_R2 "_frob" // INVENTORY bindPadButton PRESS PAD_Y "_inventory_use" bindPadButton LONG_PRESS PAD_Y "_inventory_grid" bindPadButton PRESS PAD_UP "_inventory_prev" bindPadButton PRESS PAD_DOWN "_inventory_next" // cycle keys bindPadButton PRESS PAD_LEFT "inventory_cycle_group '#str_02392'" // cycle picks bindPadButton PRESS PAD_RIGHT "inventory_cycle_group '#str_02389'" bindPadButton LONG_PRESS PAD_UP "inventory_hotkey ''" bindPadButton LONG_PRESS PAD_DOWN "_inventory_drop" // spyglass bindPadButton LONG_PRESS PAD_R3 "inventory_use '#str_02396'" // lantern bindPadButton MOD_LONG_PRESS PAD_R3 "inventory_use '#str_02395'" // MISC bindPadButton PRESS PAD_BACK "_objectives" bindPadButton LONG_PRESS PAD_BACK "savegame quick" bindPadButton PRESS PAD_START "escape" mainmenu_settings_controls.gui (30,814 bytes)
/* ============================================================================================= * * This file is part of The Dark Mod's Main Menu GUI * * Mission Authors: DO NOT EDIT, INCLUDE OR OVERRIDE THIS FILE IN YOUR MISSION PK4. * * ============================================================================================= */ #define SETTINGS_CONTROLS_FIRST_ROW_Y 130 #define SETTINGS_CONTROLS_SECOND_ROW_Y 147 windowDef SettingsControlsCanvas { rect 280, 0, 320, 640 visible 0 SETTINGS_BACKGROUND( "guis/assets/mainmenu/settings_controls_watermark" ) // Settings controls page selection windowDef SettingsControlsPageSelect { rect 0,0,0,0 visible 1 notime 1 onTime 0 { set "cmd" "log 'SettingsControlsPageSelect called.'"; // First, set all to invisible set "SCMovementParent::visible" 0; set "SCWeaponsParent::visible" 0; set "SCToolsParent::visible" 0; set "SCActionsParent::visible" 0; set "SCInventoryParent::visible" 0; set "SCGeneralParent::visible" 0; set "SettingsMovementText::forecolor" SNORMAL_COLOR; set "SettingsMovementHText::forecolor" SINVISIBLE; set "SettingsActionsText::forecolor" SNORMAL_COLOR; set "SettingsActionsHText::forecolor" SINVISIBLE; set "SettingsInventoryText::forecolor" SNORMAL_COLOR; set "SettingsInventoryHText::forecolor" SINVISIBLE; set "SettingsWeaponsText::forecolor" SNORMAL_COLOR; set "SettingsWeaponsHText::forecolor" SINVISIBLE; set "SettingsToolsText::forecolor" SNORMAL_COLOR; set "SettingsToolsHText::forecolor" SINVISIBLE; set "SettingsGeneralText::forecolor" SNORMAL_COLOR; set "SettingsGeneralHText::forecolor" SINVISIBLE; // Adjust the button position and width according to the language set "gui::movement_pos" "#str_02280"; set "gui::actions_pos" "#str_02281"; set "gui::inventory_pos" "#str_02282"; set "gui::weapons_pos" "#str_02283"; set "gui::general_pos" "#str_02284"; set "gui::tools_pos" "#str_02285"; set "gui::movement_width" "#str_02286"; set "gui::actions_width" "#str_02287"; set "gui::inventory_width" "#str_02288"; set "gui::weapons_width" "#str_02289"; set "gui::general_width" "#str_02290"; set "gui::tools_width" "#str_02291"; // Then select the desired page if ("gui::controlspage" == CONTROLS_PAGE_NONE) { set "cmd" "log 'Selecting CONTROLS_PAGE_NONE.'"; } else if ("gui::controlspage" == CONTROLS_PAGE_MOVEMENT) { set "cmd" "log 'Selecting CONTROLS_PAGE_MOVEMENT.'"; set "SCMovementParent::visible" 1; set "SettingsMovementText::forecolor" SBOLDGLOW_WHITE_COLOR; set "SettingsMovementHText::forecolor" SGLOW_DARKRED_COLOR; } else if ("gui::controlspage" == CONTROLS_PAGE_ACTIONS) { set "cmd" "log 'Selecting CONTROLS_PAGE_ACTIONS.'"; set "SCActionsParent::visible" 1; set "SettingsActionsText::forecolor" SBOLDGLOW_WHITE_COLOR; set "SettingsActionsHText::forecolor" SGLOW_DARKRED_COLOR; } else if ("gui::controlspage" == CONTROLS_PAGE_INVENTORY) { set "cmd" "log 'Selecting CONTROLS_PAGE_INVENTORY.'"; set "SCInventoryParent::visible" 1; set "SettingsInventoryText::forecolor" SBOLDGLOW_WHITE_COLOR; set "SettingsInventoryHText::forecolor" SGLOW_DARKRED_COLOR; } else if ("gui::controlspage" == CONTROLS_PAGE_WEAPONS) { set "cmd" "log 'Selecting CONTROLS_PAGE_WEAPONS.'"; set "SCWeaponsParent::visible" 1; set "SettingsWeaponsText::forecolor" SBOLDGLOW_WHITE_COLOR; set "SettingsWeaponsHText::forecolor" SGLOW_DARKRED_COLOR; } else if ("gui::controlspage" == CONTROLS_PAGE_TOOLS) { set "cmd" "log 'Selecting CONTROLS_PAGE_TOOLS.'"; set "SCToolsParent::visible" 1; set "SettingsToolsText::forecolor" SBOLDGLOW_WHITE_COLOR; set "SettingsToolsHText::forecolor" SGLOW_DARKRED_COLOR; } else if ("gui::controlspage" == CONTROLS_PAGE_GENERAL) { set "cmd" "log 'Selecting CONTROLS_PAGE_GENERAL.'"; set "SCGeneralParent::visible" 1; set "SettingsGeneralText::forecolor" SBOLDGLOW_WHITE_COLOR; set "SettingsGeneralHText::forecolor" SGLOW_DARKRED_COLOR; } else { set "cmd" "log 'Error: Unknown controlspage value.'"; } set "cmd" "log 'SettingsControlsPageSelect done.'"; } } windowDef SettingsCategories { rect 0,0,320,640 visible 1 windowDef SettingsMovementHText { MM_POS_SETTINGS_CONTROLS_MOVEMENT_GLOW text "#str_02128" // Movement MM_FONT_CENTER_GLOW } windowDef SettingsMovementText { MM_POS_SETTINGS_CONTROLS_MOVEMENT text "#str_02128" // Movement MM_FONT_CENTER } windowDef SettingsMovementAction { MM_POS_SETTINGS_CONTROLS_MOVEMENT visible 1 onMouseEnter { if ("gui::controlspage" != CONTROLS_PAGE_MOVEMENT) { transition "SettingsMovementText::forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; transition "SettingsMovementHText::forecolor" SINVISIBLE SGLOW_DARKRED_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; } } onMouseExit { if ("gui::controlspage" != CONTROLS_PAGE_MOVEMENT) { transition "SettingsMovementText::forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; transition "SettingsMovementHText::forecolor" SGLOW_DARKRED_COLOR SINVISIBLE "50"; } } onAction { set "cmd" "play sound/meta/menu/mnu_select"; set "gui::controlspage" CONTROLS_PAGE_MOVEMENT; set "SettingsControlsPageSelect::notime" "0"; resetTime "SettingsControlsPageSelect" 0; } } windowDef SettingsActionsHText { MM_POS_SETTINGS_CONTROLS_ACTIONS_GLOW text "#str_02129" // Actions MM_FONT_CENTER_GLOW } windowDef SettingsActionsText { MM_POS_SETTINGS_CONTROLS_ACTIONS text "#str_02129" // Actions MM_FONT_CENTER } windowDef SettingsActionsAction { MM_POS_SETTINGS_CONTROLS_ACTIONS visible 1 onMouseEnter { if ("gui::controlspage" != CONTROLS_PAGE_ACTIONS) { transition "SettingsActionsText::forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; transition "SettingsActionsHText::forecolor" SINVISIBLE SGLOW_DARKRED_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; } } onMouseExit { if ("gui::controlspage" != CONTROLS_PAGE_ACTIONS) { transition "SettingsActionsText::forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; transition "SettingsActionsHText::forecolor" SGLOW_DARKRED_COLOR SINVISIBLE "50"; } } onAction { set "cmd" "play sound/meta/menu/mnu_select"; set "gui::controlspage" CONTROLS_PAGE_ACTIONS; set "SettingsControlsPageSelect::notime" "0"; resetTime "SettingsControlsPageSelect" 0; } } windowDef SettingsInventoryHText { MM_POS_SETTINGS_CONTROLS_INVENTORY_GLOW text "#str_02130" // Inventory MM_FONT_CENTER_GLOW } windowDef SettingsInventoryText { MM_POS_SETTINGS_CONTROLS_INVENTORY text "#str_02130" // Inventory MM_FONT_CENTER } windowDef SettingsInventoryAction { MM_POS_SETTINGS_CONTROLS_INVENTORY visible 1 onMouseEnter { if ("gui::controlspage" != CONTROLS_PAGE_INVENTORY) { transition "SettingsInventoryText::forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; transition "SettingsInventoryHText::forecolor" SINVISIBLE SGLOW_DARKRED_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; } } onMouseExit { if ("gui::controlspage" != CONTROLS_PAGE_INVENTORY) { transition "SettingsInventoryText::forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; transition "SettingsInventoryHText::forecolor" SGLOW_DARKRED_COLOR SINVISIBLE "50"; } } onAction { set "cmd" "play sound/meta/menu/mnu_select"; set "gui::controlspage" CONTROLS_PAGE_INVENTORY; set "SettingsControlsPageSelect::notime" "0"; resetTime "SettingsControlsPageSelect" 0; } } windowDef SettingsWeaponsHText { MM_POS_SETTINGS_CONTROLS_WEAPONS_GLOW text "#str_02131" // Weapons MM_FONT_CENTER_GLOW } windowDef SettingsWeaponsText { MM_POS_SETTINGS_CONTROLS_WEAPONS text "#str_02131" // Weapons MM_FONT_CENTER } windowDef SettingsWeaponsAction { MM_POS_SETTINGS_CONTROLS_WEAPONS visible 1 onMouseEnter { if ("gui::controlspage" != CONTROLS_PAGE_WEAPONS) { transition "SettingsWeaponsText::forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; transition "SettingsWeaponsHText::forecolor" SINVISIBLE SGLOW_DARKRED_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; } } onMouseExit { if ("gui::controlspage" != CONTROLS_PAGE_WEAPONS) { transition "SettingsWeaponsText::forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; transition "SettingsWeaponsHText::forecolor" SGLOW_DARKRED_COLOR SINVISIBLE "50"; } } onAction { set "cmd" "play sound/meta/menu/mnu_select"; set "gui::controlspage" CONTROLS_PAGE_WEAPONS; set "SettingsControlsPageSelect::notime" "0"; resetTime "SettingsControlsPageSelect" 0; } } windowDef SettingsGeneralHText { MM_POS_SETTINGS_CONTROLS_GENERAL_GLOW text "#str_02249" // General MM_FONT_CENTER_GLOW } windowDef SettingsGeneralText { MM_POS_SETTINGS_CONTROLS_GENERAL text "#str_02249" // General MM_FONT_CENTER } windowDef SettingsGeneralAction { MM_POS_SETTINGS_CONTROLS_GENERAL visible 1 onMouseEnter { if ("gui::controlspage" != CONTROLS_PAGE_GENERAL) { transition "SettingsGeneralText::forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; transition "SettingsGeneralHText::forecolor" SINVISIBLE SGLOW_DARKRED_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; } } onMouseExit { if ("gui::controlspage" != CONTROLS_PAGE_GENERAL) { transition "SettingsGeneralText::forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; transition "SettingsGeneralHText::forecolor" SGLOW_DARKRED_COLOR SINVISIBLE "50"; } } onAction { set "cmd" "play sound/meta/menu/mnu_select"; set "gui::controlspage" CONTROLS_PAGE_GENERAL; set "SettingsControlsPageSelect::notime" "0"; resetTime "SettingsControlsPageSelect" 0; } } windowDef SettingsToolsHText { MM_POS_SETTINGS_CONTROLS_TOOLS_GLOW text "#str_02248" // Tools MM_FONT_CENTER_GLOW } windowDef SettingsToolsText { MM_POS_SETTINGS_CONTROLS_TOOLS text "#str_02248" // Tools MM_FONT_CENTER } windowDef SettingsToolsAction { MM_POS_SETTINGS_CONTROLS_TOOLS visible 1 onMouseEnter { if ("gui::controlspage" != CONTROLS_PAGE_TOOLS) { transition "SettingsToolsText::forecolor" SNORMAL_COLOR SBOLDGLOW_WHITE_COLOR "50"; transition "SettingsToolsHText::forecolor" SINVISIBLE SGLOW_DARKRED_COLOR "50"; set "cmd" "play sound/meta/menu/mnu_hover"; } } onMouseExit { if ("gui::controlspage" != CONTROLS_PAGE_TOOLS) { transition "SettingsToolsText::forecolor" SBOLDGLOW_WHITE_COLOR SNORMAL_COLOR "50"; transition "SettingsToolsHText::forecolor" SGLOW_DARKRED_COLOR SINVISIBLE "50"; } } onAction { set "cmd" "play sound/meta/menu/mnu_select"; set "gui::controlspage" CONTROLS_PAGE_TOOLS; set "SettingsControlsPageSelect::notime" "0"; resetTime "SettingsControlsPageSelect" 0; } } } windowDef SCMovementParent { rect 45,185,320,640 visible 0 windowDef SCMovementText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H text "#str_02414" // Forward SETTINGS_TEXT } windowDef SCMovementText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H text "#str_02415" // Backward SETTINGS_TEXT } windowDef SCMovementText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H text "#str_02416" // Strafe Left SETTINGS_TEXT } windowDef SCMovementText4 { rect TEXT_X_OFFSET, 51, 230, MM_LINE_H text "#str_02417" // Strafe Right SETTINGS_TEXT } windowDef SCMovementText5 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_02423" // Run SETTINGS_TEXT } windowDef SCMovementText6 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H text "#str_02422" // Creep SETTINGS_TEXT } windowDef SCMovementText7 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H text "#str_02420" // Turn Left SETTINGS_TEXT } windowDef SCMovementText8 { rect TEXT_X_OFFSET, 119, 230, MM_LINE_H text "#str_02421" // Turn Right SETTINGS_TEXT } windowDef SCMovementText9 { rect TEXT_X_OFFSET, 136, 230, MM_LINE_H text "#str_02412" // Lean Left SETTINGS_TEXT } windowDef SCMovementText10 { rect TEXT_X_OFFSET, 153, 230, MM_LINE_H text "#str_02413" // Lean Right SETTINGS_TEXT } windowDef SCMovementText11 { rect TEXT_X_OFFSET, 170, 230, MM_LINE_H text "#str_02407" // Lean Forward SETTINGS_TEXT } windowDef SCMovementText12 { rect TEXT_X_OFFSET, 187, 230, MM_LINE_H text "#str_02317" // Look Up, added by wesp SETTINGS_TEXT } windowDef SCMovementText13 { rect TEXT_X_OFFSET, 204, 230, MM_LINE_H text "#str_02318" // Look Down, added by wesp SETTINGS_TEXT } bindDef Forward { rect SETTINGS_X_OFFSET_CONTROLS, 0, 110, MM_LINE_H bind "_forward" BINDINGS_TEXT } bindDef BackPedal { rect SETTINGS_X_OFFSET_CONTROLS, 17, 110, MM_LINE_H bind "_back" BINDINGS_TEXT } bindDef StrafeLeft { rect SETTINGS_X_OFFSET_CONTROLS, 34, 110, MM_LINE_H bind "_moveLeft" BINDINGS_TEXT } bindDef StrafeRight { rect SETTINGS_X_OFFSET_CONTROLS, 51, 110, MM_LINE_H bind "_moveRight" BINDINGS_TEXT } bindDef RunKey { rect SETTINGS_X_OFFSET_CONTROLS, 68, 110, MM_LINE_H bind "_speed" BINDINGS_TEXT } bindDef CreepKey { rect SETTINGS_X_OFFSET_CONTROLS, 85, 110, MM_LINE_H bind "_creep" BINDINGS_TEXT } bindDef TurnLeft { rect SETTINGS_X_OFFSET_CONTROLS, 102, 110, MM_LINE_H bind "_left" BINDINGS_TEXT } bindDef TurnRight { rect SETTINGS_X_OFFSET_CONTROLS, 119, 110, MM_LINE_H bind "_right" BINDINGS_TEXT } bindDef LeanLeft { rect SETTINGS_X_OFFSET_CONTROLS, 136, 110, MM_LINE_H bind "_impulse45" BINDINGS_TEXT } bindDef LeanRight { rect SETTINGS_X_OFFSET_CONTROLS, 153, 110, MM_LINE_H bind "_impulse46" BINDINGS_TEXT } bindDef LeanForward { rect SETTINGS_X_OFFSET_CONTROLS, 170, 110, MM_LINE_H bind "_impulse44" BINDINGS_TEXT } bindDef LookUp // added by wesp { rect SETTINGS_X_OFFSET_CONTROLS, 187, 110, MM_LINE_H bind "_lookup" BINDINGS_TEXT } bindDef LookDown // added by wesp { rect SETTINGS_X_OFFSET_CONTROLS, 204, 110, MM_LINE_H bind "_lookdown" BINDINGS_TEXT } } windowDef SCWeaponsParent { rect 45,185,320,640 visible 0 windowDef SCWeaponText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H text "#str_02427" // Put away Weapons SETTINGS_TEXT } windowDef SCWeaponText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H text "#str_02428" // Blackjack SETTINGS_TEXT } windowDef SCWeaponText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H text "#str_02429" // Shortsword SETTINGS_TEXT } windowDef SCWeaponText4 { rect TEXT_X_OFFSET, 51, 230, MM_LINE_H text "#str_02430" // Broadhead SETTINGS_TEXT } windowDef SCWeaponText5 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_02431" // Water Arrow SETTINGS_TEXT } windowDef SCWeaponText6 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H text "#str_02432" // Fire Arrow SETTINGS_TEXT } windowDef SCWeaponText7 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H text "#str_02433" // Rope Arrow SETTINGS_TEXT } windowDef SCWeaponText8 { rect TEXT_X_OFFSET, 119, 230, MM_LINE_H text "#str_02434" // Gas Arrow SETTINGS_TEXT } windowDef SCWeaponText9 { rect TEXT_X_OFFSET, 136, 230, MM_LINE_H text "#str_02435" // Noisemaker SETTINGS_TEXT } windowDef SCWeaponText10 { rect TEXT_X_OFFSET, 153, 230, MM_LINE_H text "#str_02436" // Moss Arrow SETTINGS_TEXT } windowDef SCWeaponText11 { rect TEXT_X_OFFSET, 170, 230, MM_LINE_H text "#str_02437" // Vine Arrow SETTINGS_TEXT } windowDef SCWeaponText12 { rect TEXT_X_OFFSET, 187, 230, MM_LINE_H text "#str_02426" // Next Weapon SETTINGS_TEXT } windowDef SCWeaponText13 { rect TEXT_X_OFFSET, 203, 230, MM_LINE_H text "#str_02425" // Previous Weapon SETTINGS_TEXT } bindDef SCWeaponBind1 { rect SETTINGS_X_OFFSET_CONTROLS, 0, 110, MM_LINE_H bind "_impulse0" BINDINGS_TEXT } bindDef SCWeaponBind2 { rect SETTINGS_X_OFFSET_CONTROLS, 17, 110, MM_LINE_H bind "_impulse1" BINDINGS_TEXT } bindDef SCWeaponBind3 { rect SETTINGS_X_OFFSET_CONTROLS, 34, 110, MM_LINE_H bind "_impulse2" BINDINGS_TEXT } bindDef SCWeaponBind4 { rect SETTINGS_X_OFFSET_CONTROLS, 51, 110, MM_LINE_H bind "_impulse3" BINDINGS_TEXT } bindDef SCWeaponBind5 { rect SETTINGS_X_OFFSET_CONTROLS, 68, 110, MM_LINE_H bind "_impulse4" BINDINGS_TEXT } bindDef SCWeaponBind6 { rect SETTINGS_X_OFFSET_CONTROLS, 85, 110, MM_LINE_H bind "_impulse5" BINDINGS_TEXT } bindDef SCWeaponBind7 { rect SETTINGS_X_OFFSET_CONTROLS, 102, 110, MM_LINE_H bind "_impulse6" BINDINGS_TEXT } bindDef SCWeaponBind8 { rect SETTINGS_X_OFFSET_CONTROLS, 119, 110, MM_LINE_H bind "_impulse7" BINDINGS_TEXT } bindDef SCWeaponBind9 { rect SETTINGS_X_OFFSET_CONTROLS, 136, 110, MM_LINE_H bind "_impulse8" BINDINGS_TEXT } bindDef SCWeaponBind10 { rect SETTINGS_X_OFFSET_CONTROLS, 153, 110, MM_LINE_H bind "_impulse9" BINDINGS_TEXT } bindDef SCWeaponBind11 { rect SETTINGS_X_OFFSET_CONTROLS, 170, 110, MM_LINE_H bind "_impulse10" BINDINGS_TEXT } bindDef SCWeaponBind12 { rect SETTINGS_X_OFFSET_CONTROLS, 187, 110, MM_LINE_H bind "_impulse14" BINDINGS_TEXT } bindDef SCWeaponBind13 { rect SETTINGS_X_OFFSET_CONTROLS, 203, 110, MM_LINE_H bind "_impulse15" BINDINGS_TEXT } } windowDef SCToolsParent { rect 45,185,320,640 visible 0 windowDef SCToolsText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H text "#str_02386" // Toggle Lantern SETTINGS_TEXT } windowDef SCToolsText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H text "#str_02387" // Toggle Compass SETTINGS_TEXT } windowDef SCToolsText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H text "#str_02388" // Toggle Spyglass SETTINGS_TEXT } windowDef SCToolsText4 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_02438" // Flashbomb SETTINGS_TEXT } windowDef SCToolsText5 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H text "#str_02439" // Flashmine SETTINGS_TEXT } windowDef SCToolsText6 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H text "#str_02440" // Explosive Mine SETTINGS_TEXT } windowDef SCToolsText7 { rect TEXT_X_OFFSET, 119, 230, MM_LINE_H text "#str_02398" // Health Potion SETTINGS_TEXT } windowDef SCToolsText8 { rect TEXT_X_OFFSET, 136, 230, MM_LINE_H text "#str_02399" // Air Potion SETTINGS_TEXT } windowDef SCToolsText9 { rect TEXT_X_OFFSET, 153, 230, MM_LINE_H text "#str_02400" // Holy Water SETTINGS_TEXT } bindDef SCToolsBind1 { rect SETTINGS_X_OFFSET_CONTROLS, 0, 110, MM_LINE_H bind "inventory_use '#str_02395'" // Lantern BINDINGS_TEXT } bindDef SCToolsBind2 { rect SETTINGS_X_OFFSET_CONTROLS, 17, 110, MM_LINE_H bind "inventory_hotkey '#str_02397'" // Compass BINDINGS_TEXT } bindDef SCToolsBind3 { rect SETTINGS_X_OFFSET_CONTROLS, 34, 110, MM_LINE_H bind "inventory_use '#str_02396'" // Spyglass BINDINGS_TEXT } bindDef SCToolsBind8 { rect SETTINGS_X_OFFSET_CONTROLS, 68, 110, MM_LINE_H bind "inventory_hotkey '#str_02438'" BINDINGS_TEXT } bindDef SCToolsBind9 { rect SETTINGS_X_OFFSET_CONTROLS, 85, 110, MM_LINE_H bind "inventory_hotkey '#str_02439'" BINDINGS_TEXT } bindDef SCToolsBind10 { rect SETTINGS_X_OFFSET_CONTROLS, 102, 110, MM_LINE_H bind "inventory_hotkey '#str_02202'" BINDINGS_TEXT } bindDef SCToolsBind11 { rect SETTINGS_X_OFFSET_CONTROLS, 119, 110, MM_LINE_H bind "inventory_hotkey '#str_02398'" // Health Potion BINDINGS_TEXT } bindDef SCToolsBind12 { rect SETTINGS_X_OFFSET_CONTROLS, 136, 110, MM_LINE_H bind "inventory_hotkey '#str_02399'" // Breath Potion BINDINGS_TEXT } bindDef SCToolsBind13 { rect SETTINGS_X_OFFSET_CONTROLS, 153, 110, MM_LINE_H bind "inventory_hotkey '#str_02400'" // Holy Water BINDINGS_TEXT } } windowDef SCActionsParent { rect 45,185,320,640 visible 0 windowDef SCActionsText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H text "#str_02405" // Frob/Interact SETTINGS_TEXT } windowDef SCActionsText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H text "#str_02424" // Attack SETTINGS_TEXT } windowDef SCActionsText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H text "#str_02406" // Parry/Manipulate SETTINGS_TEXT } windowDef SCActionsText4 { rect TEXT_X_OFFSET, 51, 230, MM_LINE_H text "#str_02419" // Crouch SETTINGS_TEXT } windowDef SCActionsText5 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_02418" // Jump/Mantle SETTINGS_TEXT } windowDef SCActionsText6 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H text "#str_02408" // Mantle SETTINGS_TEXT } /*windowDef SCActionsText7 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H text "Empty" SETTINGS_TEXT }*/ bindDef SCActionsBind1 { rect SETTINGS_X_OFFSET_CONTROLS, 0, 110, MM_LINE_H bind "_impulse41" BINDINGS_TEXT } bindDef SCActionsBind2 { rect SETTINGS_X_OFFSET_CONTROLS, 17, 110, MM_LINE_H bind "_attack" BINDINGS_TEXT } bindDef SCActionsBind3 { rect SETTINGS_X_OFFSET_CONTROLS, 34, 110, MM_LINE_H bind "_zoom" BINDINGS_TEXT } bindDef SCActionsBind4 { rect SETTINGS_X_OFFSET_CONTROLS, 51, 110, MM_LINE_H bind "_impulse23" BINDINGS_TEXT } bindDef SCActionsBind5 { rect SETTINGS_X_OFFSET_CONTROLS, 68, 110, MM_LINE_H bind "_moveUp" BINDINGS_TEXT } bindDef SCActionsBind6 { rect SETTINGS_X_OFFSET_CONTROLS, 85, 110, MM_LINE_H bind "_impulse24" BINDINGS_TEXT } } windowDef SCInventoryParent { rect 45,185,320,640 visible 0 windowDef SCInventoryText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H text "#str_02190" // Use Inv. Item SETTINGS_TEXT } windowDef SCInventoryText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H text "#str_02191" // Drop Inv. Item SETTINGS_TEXT } windowDef SCInventoryText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H text "#str_02192" // Next Inv. Item SETTINGS_TEXT } windowDef SCInventoryText4 { rect TEXT_X_OFFSET, 51, 230, MM_LINE_H text "#str_02193" // Prev Inv. Item SETTINGS_TEXT } windowDef SCInventoryText5 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_02194" // Next Inv. Group SETTINGS_TEXT } windowDef SCInventoryText6 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H text "#str_02195" // Prev Inv. Group SETTINGS_TEXT } windowDef SCInventoryText7 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H text "#str_02196" // Clear Inventory SETTINGS_TEXT } windowDef SCInventoryText8 { rect TEXT_X_OFFSET, 119, 230, MM_LINE_H text "#str_02401" // Cycle Maps SETTINGS_TEXT } windowDef SCInventoryText9 { rect TEXT_X_OFFSET, 136, 230, MM_LINE_H text "#str_02402" // Cycle Lockpicks SETTINGS_TEXT } windowDef SCInventoryText10 { rect TEXT_X_OFFSET, 153, 230, MM_LINE_H text "#str_02403" // Cycle Keys SETTINGS_TEXT } windowDef SCInventoryText11 { rect TEXT_X_OFFSET, 170, 230, MM_LINE_H text "#str_02404" // Cycle Readables SETTINGS_TEXT } windowDef SCInventoryText12 { rect TEXT_X_OFFSET, 187, 230, MM_LINE_H text "#str_02935" // Inventory Grid SETTINGS_TEXT } bindDef SCInventoryBind1 { rect SETTINGS_X_OFFSET_CONTROLS, 0, 110, MM_LINE_H bind "_impulse51" BINDINGS_TEXT } bindDef SCInventoryBind2 { rect SETTINGS_X_OFFSET_CONTROLS, 17, 110, MM_LINE_H bind "_impulse52" BINDINGS_TEXT } bindDef SCInventoryBind3 { rect SETTINGS_X_OFFSET_CONTROLS, 34, 110, MM_LINE_H bind "_impulse48" BINDINGS_TEXT } bindDef SCInventoryBind4 { rect SETTINGS_X_OFFSET_CONTROLS, 51, 110, MM_LINE_H bind "_impulse47" BINDINGS_TEXT } bindDef SCInventoryBind5 { rect SETTINGS_X_OFFSET_CONTROLS, 68, 110, MM_LINE_H bind "_impulse50" BINDINGS_TEXT } bindDef SCInventoryBind6 { rect SETTINGS_X_OFFSET_CONTROLS, 85, 110, MM_LINE_H bind "_impulse49" BINDINGS_TEXT } bindDef SCInventoryBind7 { rect SETTINGS_X_OFFSET_CONTROLS, 102, 110, MM_LINE_H bind "inventory_hotkey ''" BINDINGS_TEXT } bindDef SCInventoryBind8 { rect SETTINGS_X_OFFSET_CONTROLS, 119, 110, MM_LINE_H bind "inventory_cycle_maps" BINDINGS_TEXT } bindDef SCInventoryBind9 { rect SETTINGS_X_OFFSET_CONTROLS, 136, 110, MM_LINE_H bind "inventory_cycle_group '#str_02389'" // Lockpicks BINDINGS_TEXT } bindDef SCInventoryBind10 { rect SETTINGS_X_OFFSET_CONTROLS, 153, 110, MM_LINE_H bind "inventory_cycle_group '#str_02392'" // Keys BINDINGS_TEXT } bindDef SCInventoryBind11 { rect SETTINGS_X_OFFSET_CONTROLS, 170, 110, MM_LINE_H bind "inventory_cycle_group '#str_02391'" // Readables BINDINGS_TEXT } bindDef SCInventoryBind12 { rect SETTINGS_X_OFFSET_CONTROLS, 187, 110, MM_LINE_H bind "_impulse30" BINDINGS_TEXT } } windowDef SCGeneralParent { rect 45,185,320,640 visible 0 windowDef SCGeneralText1 { rect TEXT_X_OFFSET, 0, 230, MM_LINE_H text "#str_02383" // Always Run SETTINGS_TEXT } windowDef SCGeneralText2 { rect TEXT_X_OFFSET, 17, 230, MM_LINE_H text "Toggle Creep" // Toggle Creep SETTINGS_TEXT } windowDef SCGeneralText3 { rect TEXT_X_OFFSET, 34, 230, MM_LINE_H text "#str_02382" // Toggle Crouch SETTINGS_TEXT } windowDef SCGeneralText4 { rect TEXT_X_OFFSET, 51, 230, MM_LINE_H text "#str_02384" // Toggle Lean SETTINGS_TEXT } windowDef SCGeneralText5 { rect TEXT_X_OFFSET, 68, 230, MM_LINE_H text "#str_menu_ToggleSheathe" // Toggle Sheathe SETTINGS_TEXT } windowDef SCGeneralText6 { rect TEXT_X_OFFSET, 85, 230, MM_LINE_H text "#str_02385" // Free Look SETTINGS_TEXT } windowDef SCGeneralText7 { rect TEXT_X_OFFSET, 102, 230, MM_LINE_H text "#str_02441" // Invert Mouse SETTINGS_TEXT } windowDef SCGeneralText8 { rect TEXT_X_OFFSET, 119, 230, MM_LINE_H text "#str_02442" // Smooth Mouse SETTINGS_TEXT } windowDef SCGeneralText9 { rect TEXT_X_OFFSET, 136, 230, MM_LINE_H text "#str_02443" // Mouse Sensitivity SETTINGS_TEXT } windowDef SCGeneralText10 { rect TEXT_X_OFFSET, 153, 230, MM_LINE_H text "#str_07312" // Objectives SETTINGS_TEXT } windowDef SCGeneralText11 { rect TEXT_X_OFFSET, 170, 230, MM_LINE_H text "#str_07178" // Quicksave SETTINGS_TEXT } windowDef SCGeneralText12 { rect TEXT_X_OFFSET, 187, 230, MM_LINE_H text "#str_07177" // Quickload SETTINGS_TEXT } windowDef SCGeneralText13 { rect TEXT_X_OFFSET, 204, 230, MM_LINE_H text "#str_02917" // Save Screenshot SETTINGS_TEXT } choiceDef SCGeneralBind1 { rect SETTINGS_X_OFFSET, 0, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" cvar "in_alwaysRun" CHOICE_DEF } choiceDef SCGeneralBind2 { rect SETTINGS_X_OFFSET, 17, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" cvar "tdm_toggle_creep" CHOICE_DEF } choiceDef SCGeneralBind3 { rect SETTINGS_X_OFFSET, 34, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" cvar "tdm_toggle_crouch" CHOICE_DEF } choiceDef SCGeneralBind4 { rect SETTINGS_X_OFFSET, 51, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" cvar "pm_lean_toggle" CHOICE_DEF } choiceDef SCGeneralBind5 { rect SETTINGS_X_OFFSET, 68, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" cvar "tdm_toggle_sheathe" CHOICE_DEF } choiceDef SCGeneralBind6 { rect SETTINGS_X_OFFSET, 85, 80, MM_LINE_H choices "#str_07300" // Disabled;Enabled values "0;1" cvar "in_freeLook" CHOICE_DEF } choiceDef SCGeneralBind7 { rect SETTINGS_X_OFFSET, 102, 80, MM_LINE_H choices "#str_04221" // No;Yes values "0.022;-0.022" cvar "m_pitch" CHOICE_DEF } windowDef SmoothMouseSlider { rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 124, 128, MM_SLIDER_H background "guis/assets/mainmenu/buttons_settingsmenu/slider_bg" matcolor 0, 0, 0, 1 noevents 1 } sliderDef SmoothMouse { rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 124, 71, 8 forecolor 1, .8, .8, .85 matcolor 1, 1, 1, 1 low 1 high 8 step 1 thumbShader "guis/assets/mainmenu/buttons_settingsmenu/slider_bar1" cvar "m_smooth" } windowDef SensitivitySlider { rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 141, 128, MM_SLIDER_H background "guis/assets/mainmenu/buttons_settingsmenu/slider_bg" matcolor 0, 0, 0, 1 noevents 1 } sliderDef MouseSensitivity { rect SETTINGS_X_OFFSET_CONTROLS_GENERAL + 10, 141, 71, 8 forecolor 1, .8, .8, .85 matcolor 1, 1, 1, 1 low 1 high 30 step 0.5 thumbShader "guis/assets/mainmenu/buttons_settingsmenu/slider_bar1" cvar "sensitivity" } bindDef SCGeneralBind10 { rect SETTINGS_X_OFFSET_CONTROLS, 153, 110, MM_LINE_H bind "_impulse19" BINDINGS_TEXT } bindDef SCGeneralBind11 { rect SETTINGS_X_OFFSET_CONTROLS, 170, 110, MM_LINE_H bind "savegame quick" BINDINGS_TEXT } bindDef SCGeneralBind12 { rect SETTINGS_X_OFFSET_CONTROLS, 187, 110, MM_LINE_H bind "loadgame quick" BINDINGS_TEXT } bindDef SCGeneralBind13 { rect SETTINGS_X_OFFSET_CONTROLS, 204, 110, MM_LINE_H bind "screenshot" BINDINGS_TEXT } } } |
|
Suspended until 2.11 is over. | |
What does this mean? " Suspended until 2.11 is over." Does that mean this bug fix won't get into 2.11? |
|
Date Modified | Username | Field | Change |
---|---|---|---|
23.01.2023 03:03 | Daft Mugi | New Issue | |
23.01.2023 13:17 | nbohr1more | Relationship added | related to 0000558 |
23.01.2023 13:18 | nbohr1more | Relationship added | related to 0005320 |
23.01.2023 13:20 | nbohr1more | Note Added: 0015853 | |
23.01.2023 15:51 | nbohr1more | Note Added: 0015854 | |
23.01.2023 15:58 | Daft Mugi | Note Added: 0015855 | |
23.01.2023 16:17 | nbohr1more | Note Added: 0015856 | |
23.01.2023 16:27 | nbohr1more | Note Added: 0015858 | |
23.01.2023 16:34 | Daft Mugi | Note Added: 0015859 | |
23.01.2023 16:47 | Daft Mugi | Note Added: 0015861 | |
23.01.2023 16:51 | nbohr1more | Note Added: 0015862 | |
23.01.2023 19:55 | Daft Mugi | Note Added: 0015865 | |
23.01.2023 19:55 | Daft Mugi | File Added: r10259-change-toggle-creep.diff | |
23.01.2023 19:55 | Daft Mugi | File Added: r16758-assets-change-toggle-creep.diff | |
23.01.2023 19:55 | Daft Mugi | File Added: toggle-creep-menu.jpg | |
23.01.2023 20:41 | Daft Mugi | Note Added: 0015866 | |
23.01.2023 20:41 | Daft Mugi | File Added: r10259-remove-extraneous-code.diff | |
23.01.2023 20:41 | Daft Mugi | File Added: r10259-change-toggle-creep-v2.diff | |
23.01.2023 21:33 | Daft Mugi | Note Added: 0015868 | |
23.01.2023 21:45 | Daft Mugi | Note Added: 0015869 | |
24.01.2023 02:14 | nbohr1more | Assigned To | => nbohr1more |
24.01.2023 02:14 | nbohr1more | Status | new => feedback |
24.01.2023 02:14 | nbohr1more | Fixed in Version | => TDM 2.11 |
24.01.2023 02:14 | nbohr1more | Target Version | => TDM 2.11 |
24.01.2023 02:16 | nbohr1more | Note Added: 0015871 | |
24.01.2023 04:35 | Daft Mugi | Note Added: 0015873 | |
24.01.2023 04:35 | Daft Mugi | Status | feedback => assigned |
24.01.2023 04:47 | Daft Mugi | Note Added: 0015874 | |
24.01.2023 04:47 | Daft Mugi | File Added: r10260-edit-comments.diff | |
24.01.2023 12:31 | nbohr1more | Note Added: 0015875 | |
24.01.2023 12:31 | nbohr1more | File Added: default.cfg | |
24.01.2023 12:31 | nbohr1more | File Added: mainmenu_settings_controls.gui | |
24.01.2023 12:31 | nbohr1more | Status | assigned => feedback |
26.01.2023 20:18 | stgatilov | Status | feedback => suspended |
26.01.2023 20:18 | stgatilov | Note Added: 0015896 | |
26.01.2023 20:18 | stgatilov | Fixed in Version | TDM 2.11 => TDM 2.12 |
26.01.2023 20:18 | stgatilov | Target Version | TDM 2.11 => TDM 2.12 |
26.01.2023 22:09 | Daft Mugi | Note Added: 0015908 | |
05.02.2023 21:50 | stgatilov | Status | suspended => resolved |
05.02.2023 21:50 | stgatilov | Resolution | open => fixed |