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Using docs/source/reference/modding/settings/*.rst and files/settings-default.cfg files content.
71 lines
4.4 KiB
C++
71 lines
4.4 KiB
C++
#ifndef OPENMW_COMPONENTS_SETTINGS_CATEGORIES_GAME_H
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#define OPENMW_COMPONENTS_SETTINGS_CATEGORIES_GAME_H
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#include "components/settings/sanitizerimpl.hpp"
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#include "components/settings/settingvalue.hpp"
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#include <osg/Math>
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#include <osg/Vec2f>
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#include <osg/Vec3f>
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#include <cstdint>
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#include <string>
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#include <string_view>
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namespace Settings
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{
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struct GameCategory
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{
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SettingValue<int> mShowOwned{ "Game", "show owned", makeEnumSanitizerInt({ 0, 1, 2, 3 }) };
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SettingValue<bool> mShowProjectileDamage{ "Game", "show projectile damage" };
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SettingValue<bool> mShowMeleeInfo{ "Game", "show melee info" };
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SettingValue<bool> mShowEnchantChance{ "Game", "show enchant chance" };
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SettingValue<bool> mBestAttack{ "Game", "best attack" };
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SettingValue<int> mDifficulty{ "Game", "difficulty", makeClampSanitizerInt(-500, 500) };
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SettingValue<int> mActorsProcessingRange{ "Game", "actors processing range",
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makeClampSanitizerInt(3584, 7168) };
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SettingValue<bool> mClassicReflectedAbsorbSpellsBehavior{ "Game", "classic reflected absorb spells behavior" };
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SettingValue<bool> mClassicCalmSpellsBehavior{ "Game", "classic calm spells behavior" };
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SettingValue<bool> mShowEffectDuration{ "Game", "show effect duration" };
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SettingValue<bool> mPreventMerchantEquipping{ "Game", "prevent merchant equipping" };
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SettingValue<bool> mEnchantedWeaponsAreMagical{ "Game", "enchanted weapons are magical" };
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SettingValue<bool> mFollowersAttackOnSight{ "Game", "followers attack on sight" };
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SettingValue<bool> mCanLootDuringDeathAnimation{ "Game", "can loot during death animation" };
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SettingValue<bool> mRebalanceSoulGemValues{ "Game", "rebalance soul gem values" };
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SettingValue<bool> mUseAdditionalAnimSources{ "Game", "use additional anim sources" };
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SettingValue<bool> mBarterDispositionChangeIsPermanent{ "Game", "barter disposition change is permanent" };
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SettingValue<int> mStrengthInfluencesHandToHand{ "Game", "strength influences hand to hand",
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makeEnumSanitizerInt({ 0, 1, 2 }) };
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SettingValue<bool> mWeaponSheathing{ "Game", "weapon sheathing" };
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SettingValue<bool> mShieldSheathing{ "Game", "shield sheathing" };
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SettingValue<bool> mOnlyAppropriateAmmunitionBypassesResistance{ "Game",
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"only appropriate ammunition bypasses resistance" };
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SettingValue<bool> mUseMagicItemAnimations{ "Game", "use magic item animations" };
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SettingValue<bool> mNormaliseRaceSpeed{ "Game", "normalise race speed" };
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SettingValue<float> mProjectilesEnchantMultiplier{ "Game", "projectiles enchant multiplier",
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makeClampSanitizerFloat(0, 1) };
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SettingValue<bool> mUncappedDamageFatigue{ "Game", "uncapped damage fatigue" };
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SettingValue<bool> mTurnToMovementDirection{ "Game", "turn to movement direction" };
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SettingValue<bool> mSmoothMovement{ "Game", "smooth movement" };
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SettingValue<float> mSmoothMovementPlayerTurningDelay{ "Game", "smooth movement player turning delay",
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makeMaxSanitizerFloat(0.01f) };
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SettingValue<bool> mNPCsAvoidCollisions{ "Game", "NPCs avoid collisions" };
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SettingValue<bool> mNPCsGiveWay{ "Game", "NPCs give way" };
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SettingValue<bool> mSwimUpwardCorrection{ "Game", "swim upward correction" };
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SettingValue<float> mSwimUpwardCoef{ "Game", "swim upward coef", makeClampSanitizerFloat(-1, 1) };
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SettingValue<bool> mTrainersTrainingSkillsBasedOnBaseSkill{ "Game",
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"trainers training skills based on base skill" };
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SettingValue<bool> mAlwaysAllowStealingFromKnockedOutActors{ "Game",
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"always allow stealing from knocked out actors" };
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SettingValue<bool> mGraphicHerbalism{ "Game", "graphic herbalism" };
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SettingValue<bool> mAllowActorsToFollowOverWaterSurface{ "Game", "allow actors to follow over water surface" };
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SettingValue<osg::Vec3f> mDefaultActorPathfindHalfExtents{ "Game", "default actor pathfind half extents",
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makeMaxStrictSanitizerVec3f(osg::Vec3f(0, 0, 0)) };
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SettingValue<bool> mDayNightSwitches{ "Game", "day night switches" };
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SettingValue<bool> mUnarmedCreatureAttacksDamageArmor{ "Game", "unarmed creature attacks damage armor" };
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SettingValue<int> mActorCollisionShapeType{ "Game", "actor collision shape type",
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makeEnumSanitizerInt({ 0, 1, 2 }) };
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};
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}
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#endif
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