}
-#define OPTIONS_ITEMS 33
+#define OPTIONS_ITEMS 34
int options_cursor;
Cvar_SetValueQuick (&scr_viewsize, bound(30, scr_viewsize.value + dir * 10, 120));
else if (options_cursor == optnum++)
Cvar_SetValueQuick (&scr_screenshot_jpeg, !scr_screenshot_jpeg.integer);
+ else if (options_cursor == optnum++)
+ Cvar_SetValueQuick (&scr_screenshot_jpeg_quality, bound(0, scr_screenshot_jpeg_quality.value + dir * 0.1, 1));
else if (options_cursor == optnum++)
Cvar_SetValueQuick (&r_sky, !r_sky.integer);
else if (options_cursor == optnum++)
p = Draw_CachePic("gfx/p_option.lmp");
M_DrawPic((320-p->width)/2, 4, "gfx/p_option.lmp");
- // LordHavoc: FIXME: overbright needs to be disabled in GAME_GOODVSBAD2 but combine should not be disabled
- // LordHavoc: perhaps it's time for Overbright Bits to die, and a r_lightmapintensity option to be added?
optnum = 0;
optcursor = options_cursor;
visible = (vid.conheight - 32) / 8;
M_Options_PrintSlider( "Conback Brightness", true, scr_conbrightness.value, 0, 1);
M_Options_PrintSlider( " Screen size", true, scr_viewsize.value, 30, 120);
M_Options_PrintCheckbox(" JPEG screenshots", jpeg_dll != NULL, scr_screenshot_jpeg.integer);
+ M_Options_PrintSlider( " JPEG quality", jpeg_dll != NULL, scr_screenshot_jpeg_quality.value, 0, 1);
M_Options_PrintCheckbox(" Sky", true, r_sky.integer);
M_Options_PrintCheckbox(" Texture Combine", true, gl_combine.integer);
M_Options_PrintCheckbox(" Dithering", true, gl_dither.integer);
M_Options_PrintCheckbox("Delay gfx (faster)", true, gl_delayfinish.integer);
M_Options_PrintSlider( "Anisotropic Filter", gl_support_anisotropy, gl_texture_anisotropy.value, 0, 8);
M_Options_PrintSlider( " Game Speed", sv.active, slowmo.value, 0, 5);
- M_Options_PrintSlider( " CD Music Volume", cdaudioinitialized, bgmvolume.value, 0, 1);
- M_Options_PrintSlider( " Sound Volume", snd_initialized, volume.value, 0, 1);
- M_Options_PrintSlider(gamemode == GAME_GOODVSBAD2 ? " Music Volume" : " Ambient Volume", snd_initialized, snd_staticvolume.value, 0, 1);
+ M_Options_PrintSlider( " CD Music Volume", cdaudioinitialized.integer, bgmvolume.value, 0, 1);
+ M_Options_PrintSlider( " Sound Volume", snd_initialized.integer, volume.value, 0, 1);
+ M_Options_PrintSlider(gamemode == GAME_GOODVSBAD2 ? " Music Volume" : " Ambient Volume", snd_initialized.integer, snd_staticvolume.value, 0, 1);
M_Options_PrintSlider( " Crosshair", true, crosshair.value, 0, 5);
M_Options_PrintSlider( " Crosshair Size", true, crosshair_size.value, 1, 5);
M_Options_PrintCheckbox(" Static Crosshair", true, crosshair_static.integer);
}
}
-#define OPTIONS_EFFECTS_ITEMS 21
+#define OPTIONS_EFFECTS_ITEMS 22
int options_effects_cursor;
extern cvar_t cl_particles_bubbles;
extern cvar_t cl_particles_blood;
extern cvar_t cl_particles_blood_alpha;
+extern cvar_t cl_particles_blood_bloodhack;
void M_Menu_Options_Effects_AdjustSliders (int dir)
{
Cvar_SetValueQuick (&cl_particles_blood, !cl_particles_blood.integer);
else if (options_effects_cursor == optnum++)
Cvar_SetValueQuick (&cl_particles_blood_alpha, bound(0.2, cl_particles_blood_alpha.value + dir * 0.1, 1));
+ else if (options_effects_cursor == optnum++)
+ Cvar_SetValueQuick (&cl_particles_blood_bloodhack, !cl_particles_blood_bloodhack.integer);
else if (options_effects_cursor == optnum++)
Cvar_SetValueQuick (&r_lerpmodels, !r_lerpmodels.integer);
else if (options_effects_cursor == optnum++)
M_Options_PrintCheckbox(" Bubbles", true, cl_particles_bubbles.integer);
M_Options_PrintCheckbox(" Blood", true, cl_particles_blood.integer);
M_Options_PrintSlider( " Blood Opacity", true, cl_particles_blood_alpha.value, 0.2, 1);
+ M_Options_PrintCheckbox("Force New Blood Effect", true, cl_particles_blood_bloodhack.integer);
M_Options_PrintCheckbox(" Model Interpolation", true, r_lerpmodels.integer);
M_Options_PrintCheckbox(" Sprite Interpolation", true, r_lerpsprites.integer);
M_Options_PrintSlider( " Water Alpha (opacity)", true, r_wateralpha.value, 0, 1);
// note: if modes are added to the beginning of this list, update the
// video_resolution = x; in M_Menu_Video_f below
unsigned short video_resolutions[][2] = {{320,240}, {400,300}, {512,384}, {640,480}, {800,600}, {1024,768}, {1152,864}, {1280,960}, {1280,1024}, {1600,1200}, {1792,1344}, {1920,1440}, {2048,1536}, {0,0}};
+// this is the number of the 640x480 mode in the list
+#define VID_640 3
#define VID_RES_COUNT ((int)(sizeof(video_resolutions) / sizeof(video_resolutions[0])) - 1)
int video_resolution;
break;
}
- // Default to 800x600 if we didn't find it
+ // Default to VID_640 if we didn't find it
if (video_resolution == VID_RES_COUNT)
{
// may need to update this number if mode list changes
- video_resolution = 4;
+ video_resolution = VID_640;
Cvar_SetValueQuick (&vid_width, video_resolutions[video_resolution][0]);
Cvar_SetValueQuick (&vid_height, video_resolutions[video_resolution][1]);
}
case 0:
{
int new_resolution = video_resolution + dir;
- if (new_resolution < 0)
+ if (gamemode == GAME_FNIGGIUM ? new_resolution < VID_640 : new_resolution < 0)
video_resolution = VID_RES_COUNT - 1;
else if (new_resolution > VID_RES_COUNT)
- video_resolution = 0;
+ video_resolution = gamemode == GAME_FNIGGIUM ? VID_640 : 0;
else
video_resolution = new_resolution;
menuplyr_load = true;
menuplyr_pixels = NULL;
- Cmd_AddCommand ("togglemenu", M_ToggleMenu_f);
-
Cmd_AddCommand ("menu_main", M_Menu_Main_f);
Cmd_AddCommand ("menu_singleplayer", M_Menu_SinglePlayer_f);
Cmd_AddCommand ("menu_load", M_Menu_Load_f);
MR_SetRouting (FALSE);
}
+void Call_MR_ToggleMenu_f(void)
+{
+ if(MR_ToggleMenu_f)
+ MR_ToggleMenu_f();
+}
+
void MR_Init()
{
// set router console commands
Cvar_RegisterVariable (&forceqmenu);
Cmd_AddCommand ("menu_restart",MR_Restart);
+ Cmd_AddCommand ("togglemenu", Call_MR_ToggleMenu_f);
// use -forceqmenu to use always the normal quake menu (it sets forceqmenu to 1)
if(COM_CheckParm("-forceqmenu"))