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config.lua
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config.lua
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-- LUA config file
screen =
{
x = 148;
y = 155;
width = 800;
height = 600;
fov = 75.0;
debug_view_state = 0;
fullscreen = 0;
crosshair = 0;
}
audio =
{
sound_volume = 0.80;
music_volume = 0.90;
use_effects = 1;
listener_is_player = 0;
}
render =
{
mipmap_mode = 3;
mipmaps = 3;
lod_bias = 0.000;
anisotropy = 4;
antialias = 1;
antialias_samples = 4;
z_depth = 24;
texture_border = 16;
fog_color = {r = 255, g = 255, b = 255};
show_fps = 1;
}
controls =
{
mouse_sensitivity_x = 0.50;
mouse_sensitivity_y = 0.50;
use_joy = 0;
joy_number = 0;
joy_rumble = 0;
joy_move_axis_x = 0;
joy_move_axis_y = 1;
joy_move_invert_x = 0;
joy_move_invert_y = 0;
joy_move_sensitivity = 1.50;
joy_move_deadzone = 1500;
joy_look_axis_x = 2;
joy_look_axis_y = 3;
joy_look_invert_x = 0;
joy_look_invert_y = 1;
joy_look_sensitivity = 1.50;
joy_look_deadzone = 1500;
}
console =
{
background_color = {r = 0, g = 0, b = 0, a = 200};
commands_count = 128;
lines_count = 18;
height = 320;
spacing = 1.50;
}
-- Keys binding
-- Please note that on XInput game controllers (XBOX360 and such), triggers are NOT
-- coded as joystick buttons. Instead, they have unique names: JOY_TRIGGERLEFT and
-- JOY_TRIGGERRIGHT.
dofile(base_path .. "scripts/config/control_constants.lua");
bind(ACT_UP, KEY_W);
bind(ACT_DOWN, KEY_S);
bind(ACT_LEFT, KEY_A);
bind(ACT_RIGHT, KEY_D);
bind(ACT_ACTION, KEY_LCTRL, JOY_1);
bind(ACT_JUMP, KEY_SPACE, JOY_3);
bind(ACT_ROLL, KEY_X, JOY_2);
bind(ACT_DRAWWEAPON, KEY_F);
bind(ACT_LOOK, KEY_O);
bind(ACT_WALK, KEY_LSHIFT, JOY_11);
bind(ACT_SPRINT, KEY_CAPSLOCK, JOY_TRIGGERRIGHT);
bind(ACT_CROUCH, KEY_V, JOY_TRIGGERLEFT);
bind(ACT_STEPLEFT, KEY_H);
bind(ACT_STEPRIGHT, KEY_J);
bind(ACT_LOOKUP, KEY_UP, JOY_POVUP);
bind(ACT_LOOKDOWN, KEY_DOWN, JOY_POVDOWN);
bind(ACT_LOOKLEFT, KEY_LEFT, JOY_POVLEFT);
bind(ACT_LOOKRIGHT, KEY_RIGHT, JOY_POVRIGHT);
bind(ACT_BIGMEDI, KEY_0);
bind(ACT_SMALLMEDI, KEY_9);
bind(ACT_WEAPON1, KEY_1);
bind(ACT_WEAPON2, KEY_2);
bind(ACT_WEAPON3, KEY_3);
bind(ACT_WEAPON4, KEY_4);
bind(ACT_WEAPON5, KEY_5);
bind(ACT_WEAPON6, KEY_6);
bind(ACT_WEAPON7, KEY_7);
bind(ACT_WEAPON8, KEY_8);
bind(ACT_WEAPON9, KEY_9);
bind(ACT_WEAPON10, KEY_0);
bind(ACT_BINOCULARS, KEY_MINUS);
bind(ACT_INVENTORY, KEY_ESCAPE);
bind(ACT_LOADGAME, KEY_F6);
bind(ACT_SAVEGAME, KEY_F5);
bind(ACT_CONSOLE, KEY_BACKQUOTE);
bind(ACT_SCREENSHOT, KEY_PRINTSCREEN);