idCVarsi_gameType("si_gameType",si_gameTypeArgs[0],CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"game type - singleplayer, deathmatch, Tourney, Team DM or Last Man",si_gameTypeArgs,idCmdSystem::ArgCompletion_String<si_gameTypeArgs>);
idCVarsi_map("si_map","game/mp/d3dm1",CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"map to be played next on server",idCmdSystem::ArgCompletion_MapName);
idCVarsi_maxPlayers("si_maxPlayers","4",CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"max number of players allowed on the server",1,4);
idCVarr_aspectRatio("r_aspectRatio","-1",CVAR_RENDERER|CVAR_INTEGER|CVAR_ARCHIVE,"aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10\n-1 = auto (guess from resolution)", -1, 2 );
idCVarg_cinematic("g_cinematic","1",CVAR_GAME|CVAR_BOOL,"skips updating entities that aren't marked 'cinematic' '1' during cinematics");
idCVarg_cinematicMaxSkipTime("g_cinematicMaxSkipTime","600",CVAR_GAME|CVAR_FLOAT,"# of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.",0,3600);
idCVarg_disasm("g_disasm","0",CVAR_GAME|CVAR_BOOL,"disassemble script into base/script/disasm.txt on the local drive when script is compiled");
idCVarg_debugBounds("g_debugBounds","0",CVAR_GAME|CVAR_BOOL,"checks for models with bounds > 2048");
idCVarg_debugAnim("g_debugAnim","-1",CVAR_GAME|CVAR_INTEGER,"displays information on which animations are playing on the specified entity number. set to -1 to disable.");
idCVarg_damageScale("g_damageScale","1",CVAR_GAME|CVAR_ARCHIVE|CVAR_FLOAT,"scale final damage on player by this factor");
idCVarg_armorProtection("g_armorProtection","0.3",CVAR_GAME|CVAR_ARCHIVE|CVAR_FLOAT,"armor takes this percentage of damage");
idCVarg_armorProtectionMP("g_armorProtectionMP","0.6",CVAR_GAME|CVAR_ARCHIVE|CVAR_FLOAT,"armor takes this percentage of damage in mp");
idCVarg_useDynamicProtection("g_useDynamicProtection","1",CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"scale damage and armor dynamically to keep the player alive more often");
idCVarg_healthTakeTime("g_healthTakeTime","5",CVAR_GAME|CVAR_ARCHIVE|CVAR_INTEGER,"how often to take health in nightmare mode");
idCVarg_healthTakeAmt("g_healthTakeAmt","5",CVAR_GAME|CVAR_ARCHIVE|CVAR_INTEGER,"how much health to take in nightmare mode");
idCVarg_healthTakeLimit("g_healthTakeLimit","25",CVAR_GAME|CVAR_ARCHIVE|CVAR_INTEGER,"how low can health get taken in nightmare mode");
idCVarai_showObstacleAvoidance("ai_showObstacleAvoidance","0",CVAR_GAME|CVAR_INTEGER,"draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well",0,2,idCmdSystem::ArgCompletion_Integer<0,2>);
idCVarg_dragEntity("g_dragEntity","0",CVAR_GAME|CVAR_BOOL,"allows dragging physics objects around by placing the crosshair over them and holding the fire button");
idCVarpm_jumpheight("pm_jumpheight","48",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"approximate hieght the player can jump");
idCVarpm_stepsize("pm_stepsize","16",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"maximum height the player can step up without jumping");
idCVarpm_crouchspeed("pm_crouchspeed","80",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"speed the player can move while crouched");
idCVarpm_walkspeed("pm_walkspeed","140",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"speed the player can move while walking");
idCVarpm_runspeed("pm_runspeed","220",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"speed the player can move while running");
idCVarpm_noclipspeed("pm_noclipspeed","200",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"speed the player can move while in noclip");
idCVarpm_spectatespeed("pm_spectatespeed","450",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"speed the player can move while spectating");
idCVarpm_spectatebbox("pm_spectatebbox","32",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"size of the spectator bounding box");
idCVarpm_usecylinder("pm_usecylinder","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_BOOL,"use a cylinder approximation instead of a bounding box for player collision detection");
idCVarpm_minviewpitch("pm_minviewpitch","-89",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"amount player's view can look up (negative values are up)" );
idCVarpm_maxviewpitch("pm_maxviewpitch","89",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"amount player's view can look down");
idCVarpm_stamina("pm_stamina","24",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"length of time player can run");
idCVarpm_staminathreshold("pm_staminathreshold","4",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"when stamina drops below this value, player gradually slows to a walk");
idCVarpm_staminarate("pm_staminarate","0.75",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.");
idCVarpm_crouchheight("pm_crouchheight","38",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of player's bounding box while crouched");
idCVarpm_crouchviewheight("pm_crouchviewheight","32",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of player's view while crouched");
idCVarpm_normalheight("pm_normalheight","74",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of player's bounding box while standing");
idCVarpm_normalviewheight("pm_normalviewheight","68",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of player's view while standing");
idCVarpm_deadheight("pm_deadheight","20",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of player's bounding box while dead");
idCVarpm_deadviewheight("pm_deadviewheight","10",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of player's view while dead");
idCVarpm_crouchrate("pm_crouchrate","0.87",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"time it takes for player's view to change from standing to crouching");
idCVarpm_bboxwidth("pm_bboxwidth","32",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"x/y size of player's bounding box");
idCVarpm_crouchbob("pm_crouchbob","0.5",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"bob much faster when crouched");
idCVarpm_walkbob("pm_walkbob","0.3",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"bob slowly when walking");
idCVarpm_runbob("pm_runbob","0.4",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"bob faster when running");
idCVarpm_thirdPersonRange("pm_thirdPersonRange","80",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"camera distance from player in 3rd person");
idCVarpm_thirdPersonHeight("pm_thirdPersonHeight","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"height of camera from normal view height in 3rd person");
idCVarpm_thirdPersonAngle("pm_thirdPersonAngle","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
idCVarpm_thirdPersonClip("pm_thirdPersonClip","1",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_BOOL,"clip third person view into world space");
idCVarpm_thirdPerson("pm_thirdPerson","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_BOOL,"enables third person view");
idCVarpm_thirdPersonDeath("pm_thirdPersonDeath","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_BOOL,"enables third person view when player dies");
idCVarpm_modelView("pm_modelView","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_INTEGER,"draws camera from POV of player model (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVarpm_airTics("pm_air","1800",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_INTEGER,"how long in milliseconds the player can go without air before he starts taking damage");
idCVarpassword("password","",CVAR_GAME|CVAR_NOCHEAT,"client password used when connecting");
idCVarg_countDown("g_countDown","10",CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"pregame countdown in seconds",4,3600);
idCVarg_gameReviewPause("g_gameReviewPause","10",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER|CVAR_ARCHIVE,"scores review time in seconds (at end game)", 2, 3600 );
idCVarg_TDMArrows("g_TDMArrows","1",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"draw arrows over teammates in team deathmatch");
idCVarg_balanceTDM("g_balanceTDM","1",CVAR_GAME|CVAR_BOOL,"maintain even teams");
idCVarnet_clientPredictGUI("net_clientPredictGUI","1",CVAR_GAME|CVAR_BOOL,"test guis in networking without prediction");
idCVarg_voteFlags("g_voteFlags","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER|CVAR_ARCHIVE,"vote flags. bit mask of votes not allowed on this server\n"
"bit 0 (+1) restart now\n"
"bit 1 (+2) time limit\n"
"bit 2 (+4) frag limit\n"
"bit 3 (+8) game type\n"
"bit 4 (+16) kick player\n"
"bit 5 (+32) change map\n"
"bit 6 (+64) spectators\n"
"bit 7 (+128) next map");
idCVarg_mapCycle("g_mapCycle","mapcycle",CVAR_GAME|CVAR_ARCHIVE,"map cycling script for multiplayer games - see mapcycle.scriptcfg");
idCVarmod_validSkins("mod_validSkins","skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow",CVAR_GAME|CVAR_ARCHIVE,"valid skins for the game");
idCVarnet_serverDownload("net_serverDownload","0",CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration");
idCVarnet_serverDlBaseURL("net_serverDlBaseURL","",CVAR_GAME|CVAR_ARCHIVE,"base URL for the download redirection");
idCVarg_crosshairType("g_crosshairType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"toggle between static and precise crosshair positioning");
idCVarg_crosshairLerp("g_crosshairLerp","0.5",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"smoothness for the movement of the crosshair when g_crosshairType = 1");
idCVarg_goggleType("g_goggleType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"sets the goggle's type: 0 = Infrared; 1 = Thermal");
idCVarg_batteryLife("g_batteryLife","60",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"how long the battery lasts (in seconds)forirgoggles/headlight" );
idCVarg_batteryRechargeRate("g_batteryRechargeRate","120",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"how long it takes the battery to fully recharge (in seconds)forirgoggles/headlight" );
idCVarg_useAmbientLight("g_useAmbientLight","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"enable a global ambient light bound to player");
idCVarg_ambientLightRadius("g_ambientLightRadius","1024 1024 1024",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE,"sets the ambient light's radius (XYZ = 0 to 65536)" );
idCVarg_ambientLightColor("g_ambientLightColor","0.03125 0.03125 0.03125",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE,"sets the ambient light's color (RGB = 0.0 to 1.0)" );
idCVarg_showBloodSpray("g_showBloodSpray","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"show blood spray effect on screen when inflicting damage up close");
idCVarg_bloodSprayTime("g_bloodSprayTime","5.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"how long blood spray effect lasts (in seconds)" );
idCVarg_bloodSprayDistance("g_bloodSprayDistance","96",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"how close you have to be for blood spray effect to \"hit the camera\". Not relevant for chainsaw.");
idCVarg_bloodSprayFrequency("g_bloodSprayFrequency","0.5",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"how often the blood spray effect can occur. Value Range: 0.0 (never)-1.0(always)" );
idCVarg_screenFrostTime("g_screenFrostTime","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"time (in secs)forfrosttofullybuildonthescreen.0=disableseffect" );
idCVarg_tracerFrequency("g_tracerFrequency","0.5",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"how frequent a fired shot will be a tracer. Value Range: 0.0 (no tracers)-1.0(alltracers)" );
idCVarg_playerHeadType("g_playerHeadType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"sets which head def to use for the player. 0 = Default Player Head; 1 = Marine Helmet");
idCVarg_showFirstPersonBody("g_showFirstPersonBody","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"draws the player body in first person view mode");
idCVarg_healthManagementType("g_healthManagementType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"selects which health management system to use. 0 = default; 1 = carriable health pack; 2 = regenerating health");
idCVarg_healthPackTotal("g_healthPackTotal","100",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"total amount of health reserve in the health pack");
idCVarg_healthPackUses("g_healthPackUses","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"number of uses in the health pack. g_healthPackTotal divided by this is how much health is given per use.");
idCVarg_healthPackTime("g_healthPackTime","3",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"maximum time it takes to heal yourself. ");
idCVarg_healthRegenTime("g_healthRegenTime","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"how often to regenerate health when using regenerative health system");
idCVarg_healthRegenDelay("g_healthRegenDelay","5",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"delay (in seconds)beforehealthstartstoregenerateaftertakingdamagewhenusingregenerativehealthsystem" );
idCVarg_healthRegenAmt("g_healthRegenAmt","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"how much health to regenerate per g_healthRegenTime when using regenerative health system");
idCVarg_healthRegenLimit("g_healthRegenLimit","100",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"total amount of health that can be regenerated when using regenerative health system");
idCVarg_healthRegenSteps("g_healthRegenSteps","4",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"splits g_healthRegenLimit into n number of steps. Value of 1 or less will turn steps off.\nexample1: if g_healthRegenLimit == 100 && g_healthRegenSteps == 4, health regeneration will stop at 25/50/75/100\nexample2: if g_healthRegenLimit == 50 && g_healthRegenSteps == 5, health regeneration will stop at 10/20/30/40/50");
idCVarg_healthRegenFeedback("g_healthRegenFeedback","50",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"how low must health reach before feedback is drawn when using regenerative health system");
// <---sikk
// sikk---> Item Management
idCVarg_itemPickupType("g_itemPickupType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"toggles whether items need to be picked up manually with the 'Use' key.");
idCVarg_itemHelmetFactor("g_itemHelmetFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor for which security armor is randomly replaced with a marine helmet. Value Range: 0.0 (no replacement)-1.0(fullreplacement)" );
idCVarg_itemValueFactor("g_itemValueFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor for which the value for items are randomly set. Value Range: 0.0 (items have full value)-1.0(itemshaveanywherefromonetofullvalue)" );
idCVarg_itemRemovalFactor("g_itemRemovalFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor for which items are randomly removed from the map. Value Range: 0.0 (no items are removed)-1.0(allitemsareremoved)" );
idCVarg_itemSearchFactor("g_itemSearchFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor for which items can be found on dead bodies. Value Range: 0.0 (dead bodies contain no items)-1.0(deadbodiesalwayscontainitems)" );
idCVarg_ammoUsageType("g_ammoUsageType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"enables realistic ammo usage when reloading and collecting ammo");
idCVarg_weaponHandlingType("g_weaponHandlingType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"sets the weapon handling type: 0 = spread (fixed);1=spread(variable);2spread(fixed)+recoil;2spread(variable)+recoil" );
idCVarg_weaponProjectileOrigin("g_weaponProjectileOrigin","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"sets whether projectiles are launched from their def defined origin or to launch all projectiles from the weapon's barrel: 0 = Default; 1 = Weapon Barrel");
idCVarg_weaponSSGFactor("g_weaponSSGFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor that a Pumpshotgun will spawn as a Double Barrel Shotgun");
idCVarg_enemySpectreFactor("g_enemySpectreFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor that a Pinky demon will spawn as a Spectre");
// <---sikk
// sikk---> Pain Elemental Factor
idCVarg_enemyPainElementalFactor("g_enemyPainElementalFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor that a Cacodemon will spawn as a Pain Elemental");
// <---sikk
// sikk---> Baron of Hell Factor
idCVarg_enemyBaronFactor("g_enemyBaronFactor","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"sets the factor that a Hellknight will spawn as a Baron of Hell");
idCVarg_burnAwayDelay("g_burnAwayDelay","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"enemy burn away delay. 0.0 = use default value");
// <---sikk
// sikk---> Cyberdemon Damage Type
idCVarg_cyberdemonDamageType("g_cyberdemonDamageType","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"sets how the Cyberdemon can be damaged: 0 = Soul Cube only; 1 = All weapons");
// <---sikk
// sikk---> Inter Rank Aggression
idCVarg_interRankAggression("g_interRankAggression","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"sets whether enemies of the same rank will fight each other");
// <---sikk
// sikk---> Zombie Resurrection
idCVarg_zombieResurrectionLimit("g_zombieResurrectionLimit","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"sets the total number of times a zombie can resurrect. The chance for a zombie to resurrect is still randomized. 0 = Off");
// <---sikk
// sikk---> Random Encounters System
idCVarg_useRandomEncounters("g_useRandomEncounters","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"enables random encounters");
idCVarg_randomEncountersMaxSpawns("g_randomEncountersMaxSpawns","5",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"number of random enemies that can be alive at one time");
idCVarg_randomEncountersMinTime("g_randomEncountersMinTime","30",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"minimum time (in secs)towaitbeforespawninganotherrandomenemy" );
idCVarg_randomEncountersMaxTime("g_randomEncountersMaxTime","60",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"maximum time (in secs)towaitbeforespawninganotherrandomenemy" );
idCVarg_randomEncountersDormantTime("g_randomEncountersDormantTime","10",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"maximum time (in secs)arandomenemycanbedormantbeforeitisremoved" );
idCVarpm_thirdPersonOffset("pm_thirdPersonOffset","0",CVAR_GAME|CVAR_NETWORKSYNC|CVAR_ARCHIVE|CVAR_FLOAT,"camera offset from player in 3rd person (-n = left, +n = right)" );
idCVarr_softShadowsBlurFilter("r_softShadowsBlurFilter","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Blur method used for the shadow mask:\n0 = No Filter\n1 = Box Filter\n2 = Poisson Filter\n3 = Gaussian Filter");
idCVarr_softShadowsBlurEpsilon("r_softShadowsBlurEpsilon","4.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the blur depth difference factor for the blur filter");
idCVarr_edgeAASampleScale("r_edgeAASampleScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the sample offset scale for edge detection");
idCVarr_edgeAAFilterScale("r_edgeAAFilterScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the filter offset scale for blurring");
idCVarr_useHDR("r_useHDR","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Enable High Dynamic Range lighting");
idCVarr_hdrDitherSize("r_hdrDitherSize","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Sets the size of the dither threshold map");
idCVarr_hdrLumThresholdMax("r_hdrLumThresholdMax","0.3",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Minimum luminance value threshold");
idCVarr_hdrLumThresholdMin("r_hdrLumThresholdMin","0.1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Maximum luminance value threshold");
idCVarr_hdrBloomToneMapper("r_hdrBloomToneMapper","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Tone mapping method, specific to bloom:\n0 = Reinhard (RGB)\n1=Reinhard(Yxy)\n2=Exponential\n3=Filmic(simple)\n4=Filmic(complex)" );
idCVarr_hdrBloomMiddleGray("r_hdrBloomMiddleGray","0.18",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Middle gray value used in HDR tone mapping, specific to bloom");
idCVarr_hdrBloomWhitePoint("r_hdrBloomWhitePoint","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Smallest luminance value that will be mapped to white, specific to bloom");
idCVarr_bloomBlurIterations("r_bloomBlurIterations","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Number of times the blur filter is applied");
idCVarr_bloomBlurScaleX("r_bloomBlurScaleX","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Amount to scale the X axis sample offsets");
idCVarr_bloomBlurScaleY("r_bloomBlurScaleY","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Amount to scale the Y axis sample offsets");
idCVarr_bloomScale("r_bloomScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Amount to scale the intensity of the bloom effect");
idCVarr_bloomGamma("r_bloomGamma","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Gamma curve for the bloom texture");
idCVarr_ssilRadius("r_ssilRadius","128",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the sample radius for ssil");
idCVarr_ssilAmount("r_ssilAmount","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the contribution factor for ssil");
idCVarr_ssilBlurMethod("r_ssilBlurMethod","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Blur method used for the ssil buffer:\n0 = Gaussian\n1 = Bilateral");
idCVarr_ssilBlurScale("r_ssilBlurScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the blur scale for the ssil buffer");
idCVarr_ssilBlurQuality("r_ssilBlurQuality","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the blur quality for the ssil buffer");
idCVarr_ssilBlurEpsilon("r_ssilBlurEpsilon","4",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the blur depth difference factor for the ssil buffer");
idCVarr_ssaoRadius("r_ssaoRadius","16",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the sample radius for ssao");
idCVarr_ssaoBias("r_ssaoBias","0.075",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the angle bias for ssao (darkening factor for Crytek's)" );
idCVarr_ssaoAmount("r_ssaoAmount","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the contribution factor for ssao");
idCVarr_ssaoBlurMethod("r_ssaoBlurMethod","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Blur method used for the ssao buffer:\n0 = Crytek\n1 = Box\n2 = Gaussian\n3 = Bilateral");
idCVarr_ssaoBlurScale("r_ssaoBlurScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the blur scale for the ssao buffer");
idCVarr_ssaoBlurQuality("r_ssaoBlurQuality","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the blur quality for the ssao buffer");
idCVarr_ssaoBlurEpsilon("r_ssaoBlurEpsilon","16",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the blur depth difference factor for the ssao buffer");
idCVarr_ssaoBlendPower("r_ssaoBlendPower","2.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the blend exponent for the ssao to scene final combine");
idCVarr_ssaoBlendScale("r_ssaoBlendScale","2.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the blend scale for the ssao to scene final combine");
idCVarr_sunShaftsQuality("r_sunShaftsQuality","4",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the sun shafts quality");
idCVarr_sunOriginX("r_sunOriginX","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the sun's origin along the X axis (used for sun shafts & lens flare)" );
idCVarr_sunOriginY("r_sunOriginY","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the sun's origin along the Y axis (used for sun shafts & lens flare)" );
idCVarr_sunOriginZ("r_sunOriginZ","0.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the sun's origin along the Z axis (used for sun shafts & lens flare)" );
idCVarr_dofBlurScale("r_dofBlurScale","4.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the blur scale for depth of field postprocessing effect");
idCVarr_dofBlurQuality("r_dofBlurQuality","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the blur quality for depth of field postprocessing effect:\n0 = Box Filter\n1 = Poisson Filter\n2 = Gaussian Filter\n3 = Bokeh!");
idCVarr_dofNear("r_dofNear","-128",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the near distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)" );
idCVarr_dofFar("r_dofFar","1024",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the far distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)" );
idCVarr_dofFocus("r_dofFocus","128",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the focus distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)" );
idCVarr_dofConditionAlways("r_dofConditionAlways","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Depth of field condition: Always on");
idCVarr_dofConditionCinematic("r_dofConditionCinematic","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Depth of field condition: Cinematics");
idCVarr_dofConditionGUI("r_dofConditionGUI","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Depth of field condition: GUI Active");
idCVarr_dofConditionReload("r_dofConditionReload","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Depth of field condition: Reloading");
idCVarr_dofConditionTalk("r_dofConditionTalk","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Depth of field condition: Talking");
idCVarr_dofConditionZoom("r_dofConditionZoom","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Depth of field condition: Weapon Zoom");
idCVarr_motionBlurScale("r_motionBlurScale","0.1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the motion blur scale. Works similar to shutter speed. Higher values == stronger blurring");
idCVarr_motionBlurMaskDistance("r_motionBlurMaskDistance","32",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Don't do motion blur if framerate is below this value");
idCVarr_motionBlurFPSThreshold("r_motionBlurFPSThreshold","20",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the motion blur mask distance. Used to mask the view weapon.");
idCVarr_motionBlurMinThreshold("r_motionBlurMinThreshold","10",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the motion blur min sensitivity threshold. Screen won't blur until threshold is passed. Lower values == higher sensitivity");
idCVarr_motionBlurMaxThreshold("r_motionBlurMaxThreshold","45",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the motion blur max sensitivity threshold. Blur strength won't pass threshold.");
idCVarr_motionBlurFactor("r_motionBlurFactor","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the motion blur blend factor");
idCVarr_motionBlurLerp("r_motionBlurLerp","0.5",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the motion blur blend lerp factor");
idCVarr_motionBlurQuality("r_motionBlurQuality","1",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the motion blur quality. Value range: 1 - 4\n1 = 8 samples\n2 = 64 samples (virtual)\n3=512samples(virtual)\n4=4096samples(virtual)" );
idCVarr_useColorGrading("r_useColorGrading","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Enable color grading postprocessing effect. Parameters need to be set manually in the material.");
idCVarr_colorGradingParm("r_colorGradingParm","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Parameter to allow specific color grading stage to be used in the material");
idCVarr_colorGradingSharpness("r_colorGradingSharpness","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Sharpness level when color grading is enabled");
idCVarr_useCelShading("r_useCelShading","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_BOOL,"Enable cel shading postprocessing effect");
idCVarr_celShadingMethod("r_celShadingMethod","0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_INTEGER,"Set the cel shading edge detection method. Value range: 0 - 2 \n0 = RGB\n1 = Luminance\n2 = Depth(incomplete)" );
idCVarr_celShadingScale("r_celShadingScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the cel shading scale. Higher values == thicker outline");
idCVarr_celShadingThreshold("r_celShadingThreshold","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the cel shading threshold");
idCVarr_filmgrainScale("r_filmgrainScale","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the grain scale");
idCVarr_filmgrainStrength("r_filmgrainStrength","1.0",CVAR_GAME|CVAR_NOCHEAT|CVAR_ARCHIVE|CVAR_FLOAT,"Set the grain strength. Value range: 0.0 - 1.0");