M_DrawPic (16, 4, "gfx/qplaque.lmp");
p = Draw_CachePic ("gfx/ttl_sgl.lmp");
- // BloodBath doesn't have a single player mode
- if (gamemode == GAME_BLOODBATH)
+ // Transfusion doesn't have a single player mode
+ if (gamemode == GAME_TRANSFUSION)
{
M_DrawPic ((320 - p->width) / 2, 4, "gfx/ttl_sgl.lmp");
M_DrawTextBox (60, 8 * 8, 23, 4);
- M_PrintWhite (102, 10 * 8, "BloodBath is for");
+ M_PrintWhite (95, 10 * 8, "Transfusion is for");
M_PrintWhite (83, 11 * 8, "multiplayer play only");
}
else
void M_SinglePlayer_Key (int key)
{
- if (gamemode == GAME_BLOODBATH)
+ if (gamemode == GAME_TRANSFUSION)
{
if (key == K_ESCAPE || key == K_ENTER)
m_state = m_main;
extern cvar_t cl_particles;
extern cvar_t cl_explosions;
extern cvar_t cl_stainmaps;
-extern cvar_t r_lightmodels;
+extern cvar_t r_modellights;
extern cvar_t cl_particles_bulletimpacts;
extern cvar_t cl_particles_smoke;
extern cvar_t cl_particles_sparks;
switch (options_effects_cursor)
{
case 0:
- Cvar_SetValueQuick (&r_lightmodels, !r_lightmodels.integer);
+ Cvar_SetValueQuick (&r_modellights, bound(0, r_modellights.value + dir, 8));
break;
case 1:
Cvar_SetValueQuick (&cl_particles, !cl_particles.integer);
M_DrawPic((320-p->width)/2, 4, "gfx/p_option.lmp");
y = 32;
- M_Print(16, y, " Model Lighting");M_DrawCheckbox(220, y, r_lightmodels.integer);y += 8;
+ M_Print(16, y, " Lights Per Model");M_DrawSlider(220, y, r_modellights.value / 8);y += 8;
M_Print(16, y, " Particles");M_DrawCheckbox(220, y, cl_particles.integer);y += 8;
M_Print(16, y, " Explosions");M_DrawCheckbox(220, y, cl_explosions.integer);y += 8;
M_Print(16, y, " Stainmaps");M_DrawCheckbox(220, y, cl_stainmaps.integer);y += 8;
char *bindnames[][2] =
{
-#ifdef BLOODBATH
+#ifdef TRANSFUSION
{"+forward", "walk forward"},
{"+back", "backpedal"},
{"+moveleft", "step left"},
{"impulse 141", "identify player"},
{"impulse 16", "next armor type"},
{"impulse 20", "observer mode"}
-#else // not BLOODBATH
+#else // not TRANSFUSION
{"+attack", "attack"},
{"impulse 10", "next weapon"},
{"impulse 12", "previous weapon"},
{"+klook", "keyboard look"},
{"+moveup", "swim up"},
{"+movedown", "swim down"}
-#endif // not BLOODBATH
+#endif // not TRANSFUSION
};
#define NUMCOMMANDS (sizeof(bindnames)/sizeof(bindnames[0]))
{"Dimension of the Lost", 17, 2}
};
-// Map list for BloodBath
-level_t bloodbathlevels[] =
+// Map list for Transfusion
+level_t transfusionlevels[] =
{
{"bb1", "The Stronghold"},
{"bb2", "Winter Wonderland"},
{"qe1m7", "The House of Chthon"}
};
-episode_t bloodbathepisodes[] =
+episode_t transfusionepisodes[] =
{
{"Blood", 0, 10},
{"Plasma Pack", 10, 4},
{"Cryptic Passage", 14, 4},
{"Blood 2", 18, 5},
- {"BloodBath", 23, 7}
+ {"Custom", 23, 7}
};
gamelevels_t sharewarequakegame = {"Shareware Quake", quakelevels, quakeepisodes, 2};
gamelevels_t hipnoticgame = {"Scourge of Armagon", hipnoticlevels, hipnoticepisodes, 6};
gamelevels_t roguegame = {"Dissolution of Eternity", roguelevels, rogueepisodes, 4};
gamelevels_t nehahragame = {"Nehahra", nehahralevels, nehahraepisodes, 4};
-gamelevels_t bloodbathgame = {"BloodBath", bloodbathlevels, bloodbathepisodes, 5};
+gamelevels_t transfusiongame = {"Transfusion", transfusionlevels, transfusionepisodes, 5};
typedef struct
{
{GAME_NEHAHRA, &nehahragame, &nehahragame},
{GAME_FIENDARENA, &sharewarequakegame, ®isteredquakegame},
{GAME_ZYMOTIC, &sharewarequakegame, ®isteredquakegame},
- {GAME_BLOODBATH, &bloodbathgame, &bloodbathgame},
+ {GAME_TRANSFUSION, &transfusiongame, &transfusiongame},
{-1, &sharewarequakegame, ®isteredquakegame} // final fallback
};
M_Print (160, 56, va("%i", maxplayers) );
M_Print (0, 64, " Game Type");
- if (gamemode == GAME_BLOODBATH)
+ if (gamemode == GAME_TRANSFUSION)
{
if (!deathmatch.integer)
Cvar_SetValue("deathmatch", 1);
}
M_Print (160, 72, msg);
}
- else if (gamemode == GAME_BLOODBATH)
+ else if (gamemode == GAME_TRANSFUSION)
{
char *msg;
break;
case 2:
- if (gamemode == GAME_BLOODBATH)
+ if (gamemode == GAME_TRANSFUSION)
{
if (deathmatch.integer == 2) // changing from CTF to BloodBath
Cvar_SetValueQuick (&deathmatch, 0);