switch (m_skill_cursor)
{
case 0:
- Cbuf_AddText ("skill 0\n");
+ Cbuf_AddText ("skill 1\n");
break;
case 1:
- Cbuf_AddText ("skill 1\n");
+ Cbuf_AddText ("skill 2\n");
break;
case 2:
- Cbuf_AddText ("skill 2\n");
+ Cbuf_AddText ("skill 3\n");
break;
case 3:
- Cbuf_AddText ("skill 3\n");
+ Cbuf_AddText ("skill 4\n");
break;
case 4:
- Cbuf_AddText ("skill 4\n");
+ Cbuf_AddText ("skill 5\n");
break;
}
key_dest = key_game;
{"cpbb04", "Deadly Inspirations"},
{"b2a15", "Area 15 (B2)"},
+ {"b2bodies", "BB_Bodies (B2)"},
+ {"b2cabana", "BB_Cabana"},
{"b2power", "BB_Power"},
{"barena", "Blood Arena"},
{"bkeep", "Blood Keep"},
}
M_Print(160, 72, msg);
}
-
M_Print(0, 80, " Skill");
- if (skill.integer == 0)
- M_Print(160, 80, "Easy difficulty");
- else if (skill.integer == 1)
- M_Print(160, 80, "Normal difficulty");
- else if (skill.integer == 2)
- M_Print(160, 80, "Hard difficulty");
+ if (gamemode == GAME_TRANSFUSION)
+ {
+ if (skill.integer == 1)
+ M_Print(160, 80, "Still Kicking");
+ else if (skill.integer == 2)
+ M_Print(160, 80, "Pink On The Inside");
+ else if (skill.integer == 3)
+ M_Print(160, 80, "Lightly Broiled");
+ else if (skill.integer == 4)
+ M_Print(160, 80, "Well Done");
+ else
+ M_Print(160, 80, "Extra Crispy");
+ }
else
- M_Print(160, 80, "Nightmare difficulty");
-
+ {
+ if (skill.integer == 0)
+ M_Print(160, 80, "Easy difficulty");
+ else if (skill.integer == 1)
+ M_Print(160, 80, "Normal difficulty");
+ else if (skill.integer == 2)
+ M_Print(160, 80, "Hard difficulty");
+ else
+ M_Print(160, 80, "Nightmare difficulty");
+ }
M_Print(0, 88, " Frag Limit");
if (fraglimit.integer == 0)
M_Print(160, 88, "none");
Cvar_SetValueQuick (&skill, skill.integer + dir);
if (gamemode == GAME_TRANSFUSION)
{
- if (skill.integer > 4)
- Cvar_SetValueQuick (&skill, 0);
- if (skill.integer < 0)
- Cvar_SetValueQuick (&skill, 4);
+ if (skill.integer > 5)
+ Cvar_SetValueQuick (&skill, 1);
+ if (skill.integer < 1)
+ Cvar_SetValueQuick (&skill, 5);
}
else
{