


//Main menu.
//save/load games were merged on the same vein as dusk/hexen did.
//options/mod options were merged to help visualization of mod options menu.
//Skirmish now uses a custom menu that requires zandronum confirmation.
ListMenu "MainMenu"
{
	IfGame(Doom, Chex, Strife, hexen)		{	StaticPatch 94, 2, "M_DOOSK"	}
	IfGame(Heretic)		{	StaticPatch 94, 2, "M_DSKRTC"	}//Heretic variation.

	Position 97, 72//122, 97//72

		Selector "M_ALP1", -32, -5
		Linespacing 16

	PatchItem "D_NGAME", "n", "PlayerclassMenu"
	PatchItem "D_SKIRM", "m", "ZA_SkirmishMenuConfirm"//Quick Access to skirmish matches. Requires confirmation.
	PatchItem "D_SALO", "s", "GameFilesNewMenu"
	PatchItem "D_OPTION","o", "AlternateOptionsMenu"
	PatchItem "D_RDTHIS","r", "ReadThisMenu"
	PatchItem "D_QUITG", "q", "QuitMenu"
}




/*
//Currently unused.
ListMenu "NewGameMenu"
{
	StaticPatch 94, 2, "M_DOOSK"

		Position 97, 90//110, 60

	PatchItem "D_NGAME2", "n", "PlayerclassMenu"
	PatchItem "D_MUTATR", "m", "MutatorMenu"
}
*/




//Allows you to select a player, if available.
//Sightly tweaked for doosk. Hides player sprites preview.
ListMenu "PlayerclassMenu"
{
		NetgameMessage "$NEWGAME"
		StaticPatch 90, 15, "D_CLASS"
		Position 48, 63
//		PlayerDisplay 120, 130, "df df df", "cf cf cf"
		MouseWindow 0, 220

	// The rest of this menu will be set up based on the actual player definitions.
}




//Allows to select an episode, if available.
ListMenu "EpisodeMenu"
{
		NetgameMessage "$NEWGAME"

		Position 48, 63
		StaticPatch 110, 38, "D_EPISOD"

	// items will be filled in by MAPINFO
}




//Select your skill.
//Sightly tweaked for Doosk. Additional skills will be added eventually.
ListMenu "SkillMenu"
{
		Linespacing 16

		StaticPatch 110, 15, "D_NEWG"
		StaticPatch 100, 42, "D_SKILL"//48
//		StaticPatch 100, 165, "D_FREQM"//Frequent mutators image
//		Position 113, 177//113, 177patches position
//	PatchItem "D_INTRUD", "i", "Mutator_IntruderMenu"//It worked, but further test is required.
//	PatchItem "D_DUAL", "d", "Mutator_DualModeMenu"//It worked, but further test is required.
		Position 125, 72//Skill positions. Autofilled by mapinfo.
//		centermenu
}



/*
ListMenu "SkillMenu"
{

		StaticPatch 110, 15, "D_NEWG"
		StaticPatch 100, 42, "D_SKILL"//48
		StaticPatch 100, 165, "D_FREQM"//Frequent mutators image
		Position 113, 177//113, 177patches position
	PatchItem "D_INTRUD", "i", "Mutator_IntruderMenu"//It worked, but further test is required.
	PatchItem "D_DUAL", "d", "Mutator_DualModeMenu"//It worked, but further test is required.
//	PatchItem "D_MODOPT", "m", "MutatorMenu"//It worked, but further test is required.
		Position 125, 72//Skill positions. Autofilled by mapinfo.
//		centermenu
}

*/




//It allows you to save/load your game.
ListMenu "GameFilesNewMenu"
{
	IfGame(Doom, Chex, Strife, hexen)		{	StaticPatch 94, 2, "M_DOOSK"	}
	IfGame(Heretic)		{	StaticPatch 94, 2, "M_DSKRTC"	}//Heretic variation.


		Position 97, 90//110, 60

	PatchItem "D_SAVEG", "s", "SaveGameMenu"
	PatchItem "D_LOADG", "l", "LoadGameMenu"
}


//Custom save/load states sightly tweaked for the mod.

ListMenu "SaveGameMenu"
{
	IfGame(Doom, Strife, Chex, Heretic, Hexen)
	{
		StaticPatchCentered 160, -20, "D_SAVEG"
	}
	Position 80,54
	Class "SaveMenu"	// uses its own implementation
}


ListMenu "LoadGameMenu"
{
	IfGame(Doom, Heretic, Hexen, Strife)
	{
		NetgameMessage "$LOADNET"
	}
	IfGame(Chex)
	{
		NetgameMessage "$CLOADNET"
	}
	IfGame(Doom, Strife, Chex, Heretic, Hexen)
	{
		StaticPatchCentered 160, -20, "D_LOADG"
	}
	Position 80,54
	Class "LoadMenu"	// uses its own implementation
}





//Lets you choose between regular options and Mod options.
ListMenu "AlternateOptionsMenu"
{
	IfGame(Doom, Chex, Strife, hexen)		{	StaticPatch 94, 2, "M_DOOSK"	}
	IfGame(Heretic)		{	StaticPatch 94, 2, "M_DSKRTC"	}//Heretic variation.


		Position 97, 90//110, 60

	PatchItem "D_OPTION","o", "OptionsMenu"
	PatchItem "D_MODOPT", "m", "Preferences"
	PatchItem "D_MUTATR","m", "MutatorMenu"
	PatchItem "D_WBINDS", "w", "WeaponBindsMenu"
}



//If zandronum is loaded.

OptionValue ZA_Gamemode
{
//	0, "Cooperative"
//	1, "Survival Cooperative"
	2, "Invasion"
	3, "Deathmatch"
	4, "Team Deathmatch"
	5, "Duel"
	6, "Terminator"
	7, "Last Man Standing"
	8, "Team Last Man Standing"
	9, "Possession"
	10, "Team Possession"
//	11, "Teamgame (ACS)"
//	12, "Capture The Flag"
//	13, "One Flag CTF"
//	14, "Skulltag"
//	15, "Domination"
}

OptionValue ZA_Modifier
{
	0, "None (Regular match)"
	1, "Supa instagib sniper/Sword combat"
	2, "Supa early SSG/Totem frenzy"
//	3, "Rejected trifecta"
}


OptionValue menu_skirmishskill
{
	0, "Accessible"
	1, "Go easy"
	2, "I can take it"
	3, "Cero miedo"
	4, "Dooskmare"
}

OptionValue menu_skirmishbotskill
{
	0, "Rat"
	1, "Cultist"
	2, "Soldier"
	3, "Wendigo"
	4, "Nargle"
}


//Option presets created to solve an issue on GZDoom with numberfield.
OptionValue  Timelimit_Option
{
	0.0, "No limit"
	1.0, "1 minute"
	2.0, "2 minutes"
	5.0, "5 minutes"
	10.0, "10 minutes"
	15.0, "15 minutes"
	20.0, "20 minutes"
	30.0, "30 minutes"
}


OptionValue  fraglimit_Option
{
	0.0, "No limit"
	5.0, "5 frags"
	10.0, "10 frags"
	15.0, "15 frags"
	20.0, "20 frags"
	25.0, "25 frags"
	30.0, "30 frags"
	40.0, "40 frags"
	50.0, "50 frags"
	75.0, "75 frags"
	100.0, "100 minutes"
}

OptionValue  pointlimit_Option
{
	0.0, "No limit"
	1.0, "1 point"
	2.0, "2 points"
	5.0, "5 points"
	10.0, "10 points"
	15.0, "15 points"
	20.0, "20 points"
	25.0, "25 points"
	30.0, "30 points"
	40.0, "40 points"
	50.0, "50 points"
}


OptionValue  duellimit_Option
{
	0.0, "No limit"
	1.0, "1 round"
	2.0, "2 rounds"
	5.0, "5 rounds"
	10.0, "10 rounds"
	15.0, "15 rounds"
	20.0, "20 rounds"
	25.0, "25 rounds"
	30.0, "30 rounds"
	40.0, "40 rounds"
	50.0, "50 rounds"
}

OptionValue  winlimit_Option
{
	0.0, "No limit"
	1.0, "1 point"
	2.0, "2 points"
	5.0, "5 points"
	10.0, "10 points"
	15.0, "15 points"
	20.0, "20 points"
	25.0, "25 points"
	30.0, "30 points"
	40.0, "40 points"
	50.0, "50 points"
}



OptionValue  wavelimit_Option
{
	0.0, "No limit"
	1.0, "1 wave"
	2.0, "2 waves"
	3.0, "3 waves"
	4.0, "4 waves"
	5.0, "5 waves"
	6.0, "6 waves"
	7.0, "7 waves"
	8.0, "8 waves"
	9.0, "9 waves"
	10.0, "10 waves"
}



OptionMenu "ZA_SkirmishMenuConfirm"
{
	Title "Confirm Action"
	
	StaticText "This menu feature is only compatible", 1
	StaticText "with zandronum sourceport.", 1
	StaticText " "
	StaticText "Trying to run this menu on GZDoom/LZDoom", 0
	StaticText "will most likely end on a failed attempt.", 0
	StaticText " "
	StaticText "Are you using Zandronum sourceport?", 0
	StaticText 	""
	Submenu "Yes, I'm using Zandronum.", "ZA_SkirmishMenuNew"
	Submenu "No, take me back to main menu.", "MainMenu"
	StaticText 	""
}


OptionMenu ZA_SkirmishMenuNew
{
	Title		"DOOSKWORLD (Bot match)"
	Option		"Level",				"menu_skirmishlevel",			"ZA_Levels"
	Option		"Game Mode",			"menu_skirmishgamemode",		"ZA_Gamemode"
	Option		"Modifier",				"menu_skirmishmodifier",		"ZA_Modifier"
//	Option "Damage sound",		"user_hitsound",	"DamageSoundOptions"
	StaticText	" "
/*
	NumberField	"Timelimit",			"menu_skirmishtimelimit"
	NumberField	"Fraglimit",			"menu_skirmishfraglimit"
	NumberField	"Pointlimit",			"menu_skirmishpointlimit"
	NumberField	"Duellimit",			"menu_skirmishduellimit"
	NumberField	"Winlimit",				"menu_skirmishwinlimit"
	NumberField	"Wavelimit",			"menu_skirmishwavelimit", 0, 10
*/
	Option		"Timelimit",				"menu_skirmishtimelimit",			"timelimit_Option"
	Option		"Fraglimit",				"menu_skirmishfraglimit",			"fraglimit_Option"
	Option		"Pointlimit",				"menu_skirmishpointlimit",			"pointlimit_Option"
	Option		"Duellimit",				"menu_skirmishduellimit",			"duellimit_Option"
	Option		"Winlimit",					"menu_skirmishwinlimit",			"winlimit_Option"
	Option		"Wavelimit",				"menu_skirmishwavelimit",			"wavelimit_Option"


	StaticText	" "
//	NumberField	"Skill",				"menu_skirmishskill", 0, 4
//	NumberField	"Botskill",				"menu_skirmishbotskill", 0, 4

	Option		"Skill",				"menu_skirmishskill",			"menu_skirmishskill"
	Option		"Botskill",			"menu_skirmishbotskill",		"menu_skirmishbotskill"

	StaticText	" "
	SubMenu		"Bot Setup",			"ZA_BotSetup"
	Submenu "Player Setup",				"PlayerMenu"
	StaticText	" "
	Command		"Start Game!",			"menu_startskirmish"
}











//Custom menu options made for the mod.
//It shows the main features and most frecuent keybindings.

OptionValue "allowrecoilOptions"
{
	0, "Off"
	1, "On (Default)"
}

OptionValue "CasingOptions"
{
	0, "Sprites (Static)"
	1, "Actors (Dynamic)"
}

OptionValue "DamageOptions"
{
	0, "Vanilla (Doom-like)"
	//1, "Dusk MP values"
}

OptionValue "DamageSoundOptions"
{
	0, "None (Default)"
	1, "SP Bullet hit"
	2, "Duskworld hit"
	3, "Toggle SP/MP"
}

OptionValue "MusictypeOptions"
{
	0, "Mapinfo Default"
	1, "Dusk Ambience"
	2, "Supa Action time"
	3, "Random Amb/Action"
	4, "Repeat track below"
}


OptionValue "MusicValueOptions"
{
	0, "Default"
	1, "amb_e1m2"
	2, "amb_e1m7"
	3, "amb_e2m1"
	4, "amb_e3m3"
	5, "amb_daark"
	6, "e2m5"
	7, "amb_cath1"
	8, "amb_cath2"
	9, "amb_e1m4"
	10, "amb_e2m4"
	11, "amb_e2m7"
	12, "amb_e3m2"
	13, "amb_secret"
	14, "j_loop"
	15, "endless_2"
	16, "act_e1m6"
	17, "act_e2m4"
	18, "act_e2m6"
	19, "endless_1"
	20, "boss_track_2"
	21, "boss1_action"
	22, "burn_in_hell"
}



OptionValue ScaleValues_Doosk
{
	0, "Off"
	1, "On"
	2, "Double"	// [EP] con_scaletext is a bool in Zandronum
}




OptionValue "FlashlightOptions"
{
	0, "Compatible (GZD>1.8.6/Zandro)"
	1, "Aesthetic (GZD >3.8/LZD)"
}
OptionMenu "Preferences"
{
	Title "Mod Options"
	
	Submenu "Performance options", 	"PerformanceMenu"
	Option "Flashlight Quality",		"user_flashlightquality",	"flashlightOptions"
	Option "Scale text presets", 	"con_scaletext", "ScaleValues_Doosk"
//	Submenu "Game mutators", "MutatorMenu"
	StaticText " "
	Option "Allow crosshair recoil",		"user_allowrecoil",	"AllowRecoilOptions"
	Option "Casings type",		"user_casingtype",	"CasingOptions"
	Option "Music Playlist",				"user_musictype",	"musictypeOptions"
	Option "Select track",				"user_musicvalue",	"musicvalueOptions"
//	Option "Weapon Damage type",		"user_damagetype",	"DamageOptions"
	Option "Damage sound",		"user_hitsound",	"DamageSoundOptions"
	Slider "Move bobbing intensity",	"Movebob", 			  0,  1.0, 0.05, 2
	StaticText " "
	Option "Crosshair Type",			"crosshair", "Crosshairs"
	Option "Force ZDoom crosshair",	"crosshairforce", "OnOff"
	StaticText " "
//	StaticText " "
	StaticText "Additional keybinds", 1
	Control 	"Toggle Cheevo HUD",			"Pukename MenuButtonscript 0"
	Control 	"Toggle Ammo HUD",			"Pukename MenuButtonscript 1"
//	Submenu "Weapon keybinds", "WeaponBindsMenu"
	Control 	"Last weapon used",			"pukename Weapon_Lastused_Memoryscript"
//	StaticText " "
	StaticText " "
	Control 	"Fire",					"+attack"
	Control 	"AltFire/Zoom (qzan)",			"+altattack"
	Control 	"AltFire/Zoom (gzd/lzd/zan)",			"+new_alt"
	Control 	"Use/Open",				"+use"
	Control 	"Spin weapon",				"+reload; wait; -reload"
	Control 	"Use Flashlight",			"Pukename ToggleFlashlight"//NewFlashlight
	Control 	"Move forward",			"+forward"
	Control 	"Move backward",		"+back"
	Control 	"Strafe left",			"+moveleft"
	Control 	"Strafe right",			"+moveright"
	Control 	"Jump",					"+jump"
	Control 	"Crouch",				"+crouch"
	StaticText " "
	Control 	"Mutators quick access",				"openmenu mutatormenu"
	Control 	"Mod options quick access",					"openmenu preferences"
	StaticText " "
	StaticText "Misc. options", 1
	Option "Always Mouselook",			"freelook", "OnOff"
	Option "Screen wipe style",			"wipetype", "Wipes"
	Option "Enhanced night vision mode",gl_enhanced_nightvision,		"OnOff"
	Option "Interpolate monster movement",	"nomonsterinterpolation", "NoYes"
	Option "Adjust sprite clipping",	gl_spriteclip,					"SpriteclipModes"
	StaticText " "
	Submenu "Dusk Movement (if loaded)", "DuskMovement"
	StaticText " "
//	StaticText " "


}







OptionMenu "PerformanceMenu"
{
	Title "Performance options"
	
	StaticText "Optional animations and settings that are", 0
	StaticText "useful to save RAM and improve performance", 0
	StaticText "on old-end cellphones and low-end computers", 0
	StaticText " "
	Submenu "OpenGL Options", 			"OpenGLOptions"
	StaticText " "
	Option "Blood Type",				"cl_bloodtype", "BloodTypes"
	Option "Bullet Puff Type",			"cl_pufftype", "PuffTypes"
	StaticText " "
	Slider "Number of particles",		"r_maxparticles", 100, 10000, 100, 0
	Option "Rocket Trails",				"cl_rockettrails", "RocketTrailTypes"
	Option "Show player sprites",		"r_drawplayersprites", "OnOff"
	// [BB]
	StaticText " "
	StaticText "OpenGL performance options.", 0
	Slider "Ambient light level",		gl_light_ambient,				1.0, 255.0, 5.0
	Option "Dynamic Lights enabled",	gl_lights,						"YesNo"
	Option "Textures enabled",			gl_texture,						"YesNo"
	Option "Enable hires textures",		gl_texture_usehires,			"YesNo"
	Option "Rendering quality",			gl_render_precise,				"Precision"
	Option "Use models (Zandronum)",				gl_use_models,					"OnOff"
	// [BB]
//	Option "Renderer",			"vid_renderer", "Renderers"
	StaticText " "

}





OptionMenu "WeaponBindsMenu"
{
	Title "Separate Weapon binds"
	
	StaticText "Individual Weapons keybinds", 1
	StaticText "Bind your weapons on custom keys to get", 0
	StaticText "easier access on alternate keys.", 0
	StaticText 	""
	StaticText "Weapon List:", 1
	Control 	"Sickles only",			"use Dusk_Sickles"
	Control 	"Sword only",			"use Dusk_Sword"
	Control 	"Buzzsaw only",			"use Dusk_Buzzsaw"
	Control 	"Totem only",			"use Dusk_Totem"
	Control 	"Shotgun/SSG",			"use Dusk_Winchester; wait; use dusk_SuperShotgun"//Yes, i'm that oldschool.
	StaticText 	""
	Control 	"Sickles/Sword",			"slot 1"
	Control 	"Pistols",					"slot 2"
	Control 	"Shotguns",					"slot 3"
	Control 	"Super Shotgun",			"slot 4"
	Control 	"Assault Rifle/Buzzsaw",			"slot 5"
	Control 	"Hunting Rifle",			"slot 6"
	Control 	"Crossbow",					"slot 7"
	Control 	"Mortar",					"slot 8"
	Control 	"Riveter/Totem",					"slot 9"
	Control 	"Cigar",					"slot 0"
	StaticText 	""
	Control 	"Last weapon used",			"pukename Weapon_Lastused_Memoryscript"
	Control 	"Spin weapon",				"+reload; wait; -reload"
	Control 	"Quick melee",			"+mightysickles"//I think that's kinda pointless considering most weapons does melee damage, but there we go, as requested.

}


OptionMenu "DuskMovement"
{
	Title "Dusk Movement (Not loaded)"
	
	StaticText "Dusk movement wasn't loaded with the mod.", 1
	StaticText "Close the game, load the dusk movement ", 1
	StaticText "addon then come back here.", 1
	StaticText "", 1
	StaticText "Be sure to select the -Dusk movement-", 1
	StaticText "player class when you start a new game", 1
	StaticText "for improved movement mechanics.", 1
	StaticText "", 1
	StaticText "Dooskdood is classic Doom movement.", 1
	StaticText "", 1
	StaticText "Please note: It requires versions of", 0
	StaticText "gzdoom beyond 3.8.2 to work properly,", 0
	StaticText "else the game will crash while loading.", 0
	StaticText "The addon also works on LZDoom.", 0
	StaticText "It doesn't work on Zandronum.", 0
	StaticText "It doesn't work on Q-Zandronum.", 0
	StaticText "(Though q-zan has an alternate movement patch)", 0
}








OptionMenu "MutatorMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Special Mutators:", 1
	StaticText " "
	Submenu "Sickles/Sword deflection", "Mutator_sicklesMenu"
	Submenu "Intruder mode", "Mutator_IntruderMenu"
	Submenu "Dual pickup type", "Mutator_DualModeMenu"
	Submenu "Toggle Ammotype", "Mutator_AmmotypeMenu"
	StaticText " "
	StaticText "Funny Mutators:", 1
	StaticText "These mutators have no effect on multiplayer.", 1
	StaticText " "
	Submenu "Damage multipler", "damagemultiplier_Menu"
	Submenu "Companion soap (aka Love soap)", "Lovesoap_Menu"
	Submenu "Unfair trade", "unfairtrade_Menu"
	StaticText " "
	Submenu "Supa Cigar", "opcigar_Menu"
	Submenu "Kitchen gun", "derekgun_Menu"
	Submenu "Classic Shotgun", "shotguntype_Menu"
//	Submenu "Supa Shotgun", "shotguntype_Menu"
	Submenu "Chad Assault rifle", "brokenass_Menu"
	Submenu "Crossbow berb", "crossbowjump_Menu"
//	Submenu "Censored Crossbow", "crossbowjump_Menu"
	Submenu "Outdated mortar", "mortartype_Menu"
	Submenu "Nerfed riveter", "nerfedriveter_Menu"
	StaticText " "
	}







OptionValue "sicklestypeOptions"
{
	0, "Who needs deflections? (No deflections)"
	1, "Vanilla-like deflections (Compatible, but inaccurate)"
	2, "Doosk custom projectiles replaces vanilla ones (Default)"
	3, "+aimreflect (compatible/accurate, but GZD>3.8 is required)"
}


OptionMenu "Mutator_SicklesMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Sickles deflection accuracy", 1
	StaticText "This mod is compatible with old sourceports.", 0
	StaticText "This limits the way the mod can be programmed.", 0
	StaticText 	""
	StaticText "Found a hacky way to make sickles work properly", 0
	StaticText "but it only works with custom projectiles.", 0
	StaticText "I've added two alternate options for vanilla", 0
	StaticText "projectiles, but each one have its downside.", 0
	StaticText "Pick your poison.", 0
	StaticText "No deflections is forced on multiplayer.", 1
	StaticText 	""
	Option "Deflection type:",				"user_sicklestype",	"sicklestypeOptions"
}








OptionValue "IntruderModeOptions"
{
	0, "Off (Default)"
	1, "On (Pistol start)"
}


OptionMenu "Mutator_IntruderMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Intruder mode", 1
	StaticText "Start all levels with only pistol and sickles.", 0
	StaticText "Give this mode a try, unless you're unworthy.", 0
	StaticText 	""
	Option "Intruder mode:",				"user_intrudermode",	"intrudermodeOptions"
}








OptionValue "DualModeOptions"
{
	0, "Amount of maps completed (def)"
	1, "Duplicated weapon pickups"
	2, "Never unlock akimbo"
	3, "Delete single weapons upon duplicate pickup"
}


OptionMenu "Mutator_DualModeMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Dual weapons mode", 1
	StaticText "By default you can unlock dual weapons if", 0
	StaticText "you complete x amount of maps in a row.", 0
	StaticText "There's also the option to unlock them", 0
	StaticText "via duplicate pickups as soon as possible.", 0
	StaticText 	""
	StaticText "There's no right way to play the mod, so", 0
	StaticText "Pick your poison...", 0
	StaticText "Duplicate pickups is forced on multiplayer.", 1
	StaticText 	""
	StaticText "For those who seek some challenge, there's", 1
	StaticText "a third option that prevents any way to", 1
	StaticText "obtain dual weapons. No script, no pickups.", 1
	StaticText 	""
	Option "Dual mode:",				"user_DualMode",	"DualModeOptions"
}






OptionValue "AmmotypeOptions"
{
	0, "Doom ammotype (Default)"
	1, "Dusk ammotype (Unbalanced)"
}


OptionMenu "Mutator_AmmotypeMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Toggle Ammotype", 1
	StaticText "By default this mod was designed to be played", 0
	StaticText "with Doom ammotype. The whole idea behind it", 0
	StaticText "was to give this mod an old dehacked vibe, like if", 0
	StaticText "the mod were released back in the 90's. Which is", 0
	StaticText "also the style the original game tries to recreate.", 0
	StaticText 	""
	StaticText "This option allows you to play with custom", 0
	StaticText "ammotypes made for this mod, therefore recreating", 0
	StaticText "the original intended dusk ammo behaviour. Sort of.", 0
	StaticText 	""
	StaticText "It's still an experimental feature and several things may", 1
	StaticText "misbehave, specially on Multiplayer. Use at your own risk.", 1
//	StaticText "Use it at your own discretion.", 1
	StaticText 	""
	StaticText "Once you start a new game, this option can't be toggled", 1
	StaticText "back in order to prevent ammo exploits and major issues.", 1
	StaticText 	""
	StaticText "Doom ammotype is forced on Multiplayer.", 1
	StaticText 	""
	Option "Ammo type:",				"user_Ammotype",	"AmmotypeOptions"
}








//Funny mutators





OptionValue "OPCigarOptions"
{
	0, "Normal (Default)"
	1, "Supa Cigar"
}

OptionMenu "OPcigar_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Supa Cigar", 1
	StaticText "Smoke is harmless for monsters.", 0
	StaticText "(try something else instead)", 0
	StaticText 	""
	Option "Cigar type:",				"user_opcigar",	"opcigarOptions"
	StaticText " "
	StaticText " "
}







OptionValue "DerekGunOptions"
{
	0, "Normal (Default)"
	1, "Kitchen gun"
	2, "Normal gun with doom firerate."
}

OptionMenu "derekgun_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Kitchen gun", 1
	StaticText "This sink is filthy, but 3 shots from", 0
	StaticText "kitchen gun and it sparkles like new!", 0
	StaticText 	""
	Option "Single pistol type:",				"user_derekgun_type",	"DerekGunOptions"
	StaticText " "
	StaticText " "

}







OptionValue "shotgunOptions"
{
	0, "Normal (Winchester)"
	1, "E3 2016 (Shotgun)"
}

OptionMenu "shotguntype_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Classic Shotgun", 1
	StaticText "Winchester is amazing, but sometimes you", 0
	StaticText "just want to go back to the classics.", 0
	StaticText "This mutator only tweaks single winchester.", 0
	StaticText 	""
	Option "Shotgun type:",				"user_shotguntype",	"shotgunOptions"
	StaticText " "
	StaticText " "
}








OptionValue "BrokenassOptions"
{
	0, "Normal (Default)"
	1, "E3 2016 (Variable)"
}

OptionMenu "Brokenass_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "

	StaticText "Chad Assault rifle", 1
	StaticText "Earlier versions of dusk's assault rifle", 0
	StaticText "had some unpredictable firerate.", 0
	StaticText "This mutator recreates that experience.", 0
	StaticText 	""
	Option "Assault rifle firerate:",				"user_brokenass_firerate",	"brokenassOptions"
	StaticText " "
	StaticText " "
}







OptionValue "CrossbowjumpOptions"
{
	0, "Normal (Default)"
	1, "Doosk (Just right)"
	2, "Berb (Way 2 much)"
}

OptionMenu "crossbowjump_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Crossbow berb", 1
	StaticText "Welp, you're not a bird, but this crossbow", 0
	StaticText "will help you to realize your flying dreams.", 0
	StaticText "Funnier than Redbull. Who needs wings?", 0
	StaticText 	""
	Option "Crossbow jump intensity:",				"user_crossbow_jump",	"crossbowjumpOptions"
	StaticText " "
	StaticText " "
}





OptionValue "mortarOptions"
{
	0, "Normal (Default)"
	1, "E3Alpha4 2016 (Classic)"
	2, "Pre pre pre alpha (Slower firerate)"
}

OptionMenu "mortartype_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Outdated mortar", 1
	StaticText "Earlier versions of Dusk used a different mortar", 0
	StaticText "mechanic, akin to classic grenade launchers.", 0
	StaticText "This mutator recreates that experience.", 0
	StaticText 	""
	Option "Mortar type:",				"user_mortartype",	"mortarOptions"
	StaticText " "
	StaticText " "
}





OptionValue "nerfedrivetOptions"
{
	0, "Normal (Default)"
	1, "Day one version (Nerfed firepower)"
	2, "Supa nerf (also reduces firerate)"
}

OptionMenu "nerfedriveter_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Nerfed riveter", 1
	StaticText "Back when I released this mod, Riveter was sort of", 0
	StaticText "nerfed, so players might use mortar more frequently.", 0
	StaticText "Same damage as mortar with double ammo consumption", 0
	StaticText "to compensate its higher firerate. 7 days later the", 0
	StaticText "weapon damage was buffed, after players feedback.", 0
	StaticText "This mutator recreates that day one experience.", 0
	StaticText 	""
	Option "Riveter type:",				"user_nerfedriveter",	"nerfedrivetOptions"
	StaticText " "
	StaticText " "
}





OptionValue "damagemultiplierOptions"
{
	0, "x0.5"
	1, "x0.75"
	2, "x1.0 (Default)"
	3, "x1.25"
	4, "x1.5"
}

OptionMenu "damagemultiplier_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Damage multiplier", 1
	StaticText "You think weapons are too op and want to nerf it?", 0
	StaticText "or you're starving for more power?", 0
	StaticText "Select one of these presets and enjoy the new meta.", 0
	StaticText "Changes are applied on next map or map restart", 1
	StaticText 	""
	Option "Damage multiplier:",				"user_damagemultiplier",	"damagemultiplierOptions"
	StaticText " "
	StaticText " "
}






OptionValue "LovesoapOptions"
{
	0, "Normal (Default)"
	1, "Love soap"
}

OptionMenu "lovesoap_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "

	StaticText "Companion soap (aka Love soap)", 1
	StaticText "You better don't euthanize this one.", 0
	StaticText "A rose scented soap. Nothing says -I luv U-", 0
	StaticText "more than a bar of soap being thrown at you.", 0
	StaticText "Changes are applied on next map or map restart", 1
	StaticText 	""
	Option "Soap type:",				"user_lovesoap",	"LovesoapOptions"
	StaticText " "
	StaticText " "

}




OptionValue "NobackpackOptions"
{
	0, "Ordinary backpack"
	1, "The allmighty soap"
}

OptionMenu "unfairtrade_Menu"
{
	Title "Funny Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Unfair trade", 1
	StaticText "I've heard you like soap.", 0
	StaticText "And I need a backpack.", 0
	StaticText "So, i have a deal for you...", 0
	StaticText "Changes are applied on next map or map restart", 1
	StaticText 	""
	Option "Item spawn:",				"user_nobackpack",	"nobackpackOptions"
	StaticText " "
	StaticText " "

}









//Currently unused mutators Not sure if i'll work on the later or not, they are just ideas for the moment.

/*

OptionValue "censoredcrossbowOptions"
{
	0, "Normal (Default)"
	1, "Censored (2lewd4me)"
}

OptionMenu "Mutator_censoredcrossbowMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "Censored Crossbow", 1
	StaticText "Can someone please think of the children?", 0
	StaticText "There you have it. Are you happy now?", 0
	StaticText 	""
	Option "Crossbow type:",				"user_censoredcrossbow",	"censoredcrossbowOptions"
}


OptionMenu "Mutator_bigsacrificeMenu"
{
	Title "Mutators"
	
	StaticText "Optional mutators that modifies certain", 0
	StaticText "behaviours from the game.", 0
	StaticText " "
	StaticText "big prize, big sacrifice", 1
	StaticText "Replaces backpack with a bar of soap.", 0
	StaticText "Soap is op af, but you can't increase your", 0
	StaticText "ammo count. Sacrifices has to be made.", 0
	StaticText 	""
	Option "Item Pickup:",				"user_sac_pickup",	"sac_pickupOptions"

}


*/