int setup_top;
int setup_bottom;
int setup_rate;
+int setup_oldrate;
#define NUM_SETUP_CMDS 5
Cbuf_AddText ( va ("name \"%s\"\n", setup_myname) );
if (setup_top != setup_oldtop || setup_bottom != setup_oldbottom)
Cbuf_AddText( va ("color %i %i\n", setup_top, setup_bottom) );
+ if (setup_rate != setup_oldrate)
+ Cbuf_AddText(va("rate %i\n", setup_rate));
+
m_entersound = true;
M_Menu_MultiPlayer_f ();
break;
else if (options_cursor == optnum++)
Cvar_SetValueQuick (&slowmo, bound(0, slowmo.value + dir * 0.25, 5));
else if (options_cursor == optnum++)
-#ifdef _WIN32
- Cvar_SetValueQuick (&bgmvolume, bound(0, bgmvolume.value + dir * 1.0, 1));
-#else
Cvar_SetValueQuick (&bgmvolume, bound(0, bgmvolume.value + dir * 0.1, 1));
-#endif
else if (options_cursor == optnum++)
Cvar_SetValueQuick (&volume, bound(0, volume.value + dir * 0.1, 1));
else if (options_cursor == optnum++)
}
}
-#define OPTIONS_EFFECTS_ITEMS 22
+#define OPTIONS_EFFECTS_ITEMS 23
int options_effects_cursor;
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++) Cvar_SetValueQuick (&r_lerpsprites, !r_lerpsprites.integer);
+ else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_waterwarp, bound(0, r_waterwarp.value + dir * 0.1, 1));
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_wateralpha, bound(0, r_wateralpha.value + dir * 0.1, 1));
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_waterscroll, bound(0, r_waterscroll.value + dir * 0.5, 10));
else if (options_effects_cursor == optnum++) Cvar_SetValueQuick (&r_watershader, bound(0, r_watershader.value + dir * 0.25, 10));
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( " Underwater View Warp", true, r_waterwarp.value, 0, 1);
M_Options_PrintSlider( " Water Alpha (opacity)", true, r_wateralpha.value, 0, 1);
M_Options_PrintSlider( " Water Movement", true, r_waterscroll.value, 0, 10);
M_Options_PrintSlider( " GeForce3 Water Shader", true, r_watershader.value, 0, 10);
{"impulse 26", "next armor type"},
{"impulse 27", "identify player"},
{"impulse 55", "voting menu"},
-{"impulse 56", "observer mode"}
+{"impulse 56", "observer mode"},
+{"", "Taunts"}, // Taunts
+{"impulse 70", "taunt 0"},
+{"impulse 71", "taunt 1"},
+{"impulse 72", "taunt 2"},
+{"impulse 73", "taunt 3"},
+{"impulse 74", "taunt 4"},
+{"impulse 75", "taunt 5"},
+{"impulse 76", "taunt 6"},
+{"impulse 77", "taunt 7"},
+{"impulse 78", "taunt 8"},
+{"impulse 79", "taunt 9"}
};
char *goodvsbad2bindnames[][2] =