/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "framework/Licensee.h" #include "framework/BuildVersion.h" #include "GameBase.h" #include "MultiplayerGame.h" #include "SysCvar.h" #if defined( _DEBUG ) #define BUILD_DEBUG "-debug" #else #define BUILD_DEBUG "-release" #endif /* All game cvars should be defined here. */ const char *si_gameTypeArgs[] = { "singleplayer", "deathmatch", "Tourney", "Team DM", "Last Man", NULL }; const char *si_readyArgs[] = { "Not Ready", "Ready", NULL }; const char *si_spectateArgs[] = { "Play", "Spectate", NULL }; const char *ui_skinArgs[] = { "skins/characters/player/marine_mp", "skins/characters/player/marine_mp_red", "skins/characters/player/marine_mp_blue", "skins/characters/player/marine_mp_green", "skins/characters/player/marine_mp_yellow", NULL }; const char *ui_teamArgs[] = { "Red", "Blue", NULL }; struct gameVersion_s { gameVersion_s( void ) { sprintf( string, "%s.%d%s %s-%s %s %s", ENGINE_VERSION, BUILD_NUMBER, BUILD_DEBUG, BUILD_OS, BUILD_CPU, __DATE__, __TIME__ ); } char string[256]; } gameVersion; idCVar g_version( "g_version", gameVersion.string, CVAR_GAME | CVAR_ROM, "game version" ); // noset vars idCVar gamename( "gamename", GAME_VERSION, CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "" ); idCVar gamedate( "gamedate", __DATE__, CVAR_GAME | CVAR_ROM, "" ); // server info idCVar si_name( "si_name", "dhewm server", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "name of the server" ); idCVar si_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 ); idCVar si_map( "si_map", "game/mp/d3dm1",CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "map to be played next on server", idCmdSystem::ArgCompletion_MapName ); idCVar si_maxPlayers( "si_maxPlayers", "4", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "max number of players allowed on the server", 1, 4 ); idCVar si_fragLimit( "si_fragLimit", "10", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "frag limit", 1, MP_PLAYER_MAXFRAGS ); idCVar si_timeLimit( "si_timeLimit", "10", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "time limit in minutes", 0, 60 ); idCVar si_teamDamage( "si_teamDamage", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable team damage" ); idCVar si_warmup( "si_warmup", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "do pre-game warmup" ); idCVar si_usePass( "si_usePass", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable client password checking" ); idCVar si_pure( "si_pure", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL, "server is pure and does not allow modified data" ); idCVar si_spectators( "si_spectators", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "allow spectators or require all clients to play" ); idCVar si_serverURL( "si_serverURL", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "where to reach the server admins and get information about the server" ); // user info idCVar ui_name( "ui_name", "Player", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player name" ); idCVar ui_skin( "ui_skin", ui_skinArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String ); idCVar ui_team( "ui_team", ui_teamArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player team", ui_teamArgs, idCmdSystem::ArgCompletion_String ); idCVar ui_autoSwitch( "ui_autoSwitch", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" ); idCVar ui_autoReload( "ui_autoReload", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto reload weapon" ); idCVar ui_showGun( "ui_showGun", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "show gun" ); idCVar ui_ready( "ui_ready", si_readyArgs[ 0 ], CVAR_GAME | CVAR_USERINFO, "player is ready to start playing", idCmdSystem::ArgCompletion_String ); idCVar ui_spectate( "ui_spectate", si_spectateArgs[ 0 ], CVAR_GAME | CVAR_USERINFO, "play or spectate", idCmdSystem::ArgCompletion_String ); idCVar ui_chat( "ui_chat", "0", CVAR_GAME | CVAR_USERINFO | CVAR_BOOL | CVAR_ROM | CVAR_CHEAT, "player is chatting" ); // change anytime vars idCVar developer( "developer", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar r_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 ); idCVar g_cinematic( "g_cinematic", "1", CVAR_GAME | CVAR_BOOL, "skips updating entities that aren't marked 'cinematic' '1' during cinematics" ); idCVar g_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 ); idCVar g_muzzleFlash( "g_muzzleFlash", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show muzzle flashes" ); idCVar g_projectileLights( "g_projectileLights", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show dynamic lights on projectiles" ); idCVar g_bloodEffects( "g_bloodEffects", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show blood splats, sprays and gibs" ); idCVar g_doubleVision( "g_doubleVision", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show double vision when taking damage" ); idCVar g_monsters( "g_monsters", "1", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_decals( "g_decals", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show decals such as bullet holes" ); idCVar g_knockback( "g_knockback", "1000", CVAR_GAME | CVAR_INTEGER, "" ); idCVar g_skill( "g_skill", "1", CVAR_GAME | CVAR_INTEGER, "" ); idCVar g_nightmare( "g_nightmare", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "if nightmare mode is allowed" ); idCVar g_gravity( "g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_skipFX( "g_skipFX", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_skipParticles( "g_skipParticles", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_disasm( "g_disasm", "0", CVAR_GAME | CVAR_BOOL, "disassemble script into base/script/disasm.txt on the local drive when script is compiled" ); idCVar g_debugBounds( "g_debugBounds", "0", CVAR_GAME | CVAR_BOOL, "checks for models with bounds > 2048" ); idCVar g_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." ); idCVar g_debugMove( "g_debugMove", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugDamage( "g_debugDamage", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugWeapon( "g_debugWeapon", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugScript( "g_debugScript", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugMover( "g_debugMover", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugTriggers( "g_debugTriggers", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugCinematic( "g_debugCinematic", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_stopTime( "g_stopTime", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_damageScale( "g_damageScale", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "scale final damage on player by this factor" ); idCVar g_armorProtection( "g_armorProtection", "0.3", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "armor takes this percentage of damage" ); idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.6", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "armor takes this percentage of damage in mp" ); idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "scale damage and armor dynamically to keep the player alive more often" ); idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "how often to take health in nightmare mode" ); idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "how much health to take in nightmare mode" ); idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "how low can health get taken in nightmare mode" ); idCVar g_showPVS( "g_showPVS", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 ); idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and their targets. hidden entities are drawn grey." ); idCVar g_showTriggers( "g_showTriggers", "0", CVAR_GAME | CVAR_BOOL, "draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey." ); idCVar g_showCollisionWorld( "g_showCollisionWorld", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showCollisionModels( "g_showCollisionModels", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showCollisionTraces( "g_showCollisionTraces", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_maxShowDistance( "g_maxShowDistance", "128", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_showEntityInfo( "g_showEntityInfo", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showviewpos( "g_showviewpos", "0", CVAR_GAME | CVAR_BOOL, "" ); // sikk - g_showcamerainfo was archived and type bool was not set idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME | CVAR_BOOL, "displays the current frame # for the camera when playing cinematics" ); idCVar g_showTestModelFrame( "g_showTestModelFrame", "0", CVAR_GAME | CVAR_BOOL, "displays the current animation and frame # for testmodels" ); idCVar g_showActiveEntities( "g_showActiveEntities", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green." ); idCVar g_showEnemies( "g_showEnemies", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around monsters that have targeted the the player" ); idCVar g_frametime( "g_frametime", "0", CVAR_GAME | CVAR_BOOL, "displays timing information for each game frame" ); idCVar g_timeentities( "g_timeEntities", "0", CVAR_GAME | CVAR_FLOAT, "when non-zero, shows entities whose think functions exceeded the # of milliseconds specified" ); idCVar ai_debugScript( "ai_debugScript", "-1", CVAR_GAME | CVAR_INTEGER, "displays script calls for the specified monster entity number" ); idCVar ai_debugMove( "ai_debugMove", "0", CVAR_GAME | CVAR_BOOL, "draws movement information for monsters" ); idCVar ai_debugTrajectory( "ai_debugTrajectory", "0", CVAR_GAME | CVAR_BOOL, "draws trajectory tests for monsters" ); idCVar ai_testPredictPath( "ai_testPredictPath", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar ai_showCombatNodes( "ai_showCombatNodes", "0", CVAR_GAME | CVAR_BOOL, "draws attack cones for monsters" ); idCVar ai_showPaths( "ai_showPaths", "0", CVAR_GAME | CVAR_BOOL, "draws path_* entities" ); idCVar ai_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> ); idCVar ai_blockedFailSafe( "ai_blockedFailSafe", "1", CVAR_GAME | CVAR_BOOL, "enable blocked fail safe handling" ); idCVar g_dvTime( "g_dvTime", "1", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_dvAmplitude( "g_dvAmplitude", "0.001", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_dvFrequency( "g_dvFrequency", "0.5", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_kickTime( "g_kickTime", "1", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_kickAmplitude( "g_kickAmplitude", "0.0001", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_blobTime( "g_blobTime", "1", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_blobSize( "g_blobSize", "1", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_testHealthVision( "g_testHealthVision", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_editEntityMode( "g_editEntityMode", "0", CVAR_GAME | CVAR_INTEGER, "0 = off\n" "1 = lights\n" "2 = sounds\n" "3 = articulated figures\n" "4 = particle systems\n" "5 = monsters\n" "6 = entity names\n" "7 = entity models", 0, 7, idCmdSystem::ArgCompletion_Integer<0,7> ); idCVar g_dragEntity( "g_dragEntity", "0", CVAR_GAME | CVAR_BOOL, "allows dragging physics objects around by placing the crosshair over them and holding the fire button" ); idCVar g_dragDamping( "g_dragDamping", "0.5", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_dragShowSelection( "g_dragShowSelection", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_dropItemRotation( "g_dropItemRotation", "", CVAR_GAME, "" ); idCVar g_vehicleVelocity( "g_vehicleVelocity", "1000", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleForce( "g_vehicleForce", "50000", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionUp( "g_vehicleSuspensionUp", "32", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionDown( "g_vehicleSuspensionDown", "20", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionKCompress("g_vehicleSuspensionKCompress","200", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionDamping( "g_vehicleSuspensionDamping","400", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleTireFriction( "g_vehicleTireFriction", "0.8", CVAR_GAME | CVAR_FLOAT, "" ); idCVar ik_enable( "ik_enable", "1", CVAR_GAME | CVAR_BOOL, "enable IK" ); idCVar ik_debug( "ik_debug", "0", CVAR_GAME | CVAR_BOOL, "show IK debug lines" ); idCVar af_useLinearTime( "af_useLinearTime", "1", CVAR_GAME | CVAR_BOOL, "use linear time algorithm for tree-like structures" ); idCVar af_useImpulseFriction( "af_useImpulseFriction", "0", CVAR_GAME | CVAR_BOOL, "use impulse based contact friction" ); idCVar af_useJointImpulseFriction( "af_useJointImpulseFriction","0", CVAR_GAME | CVAR_BOOL, "use impulse based joint friction" ); idCVar af_useSymmetry( "af_useSymmetry", "1", CVAR_GAME | CVAR_BOOL, "use constraint matrix symmetry" ); idCVar af_skipSelfCollision( "af_skipSelfCollision", "0", CVAR_GAME | CVAR_BOOL, "skip self collision detection" ); idCVar af_skipLimits( "af_skipLimits", "0", CVAR_GAME | CVAR_BOOL, "skip joint limits" ); idCVar af_skipFriction( "af_skipFriction", "0", CVAR_GAME | CVAR_BOOL, "skip friction" ); idCVar af_forceFriction( "af_forceFriction", "-1", CVAR_GAME | CVAR_FLOAT, "force the given friction value" ); idCVar af_maxLinearVelocity( "af_maxLinearVelocity", "128", CVAR_GAME | CVAR_FLOAT, "maximum linear velocity" ); idCVar af_maxAngularVelocity( "af_maxAngularVelocity", "1.57", CVAR_GAME | CVAR_FLOAT, "maximum angular velocity" ); idCVar af_timeScale( "af_timeScale", "1", CVAR_GAME | CVAR_FLOAT, "scales the time" ); idCVar af_jointFrictionScale( "af_jointFrictionScale", "0", CVAR_GAME | CVAR_FLOAT, "scales the joint friction" ); idCVar af_contactFrictionScale( "af_contactFrictionScale", "0", CVAR_GAME | CVAR_FLOAT, "scales the contact friction" ); idCVar af_highlightBody( "af_highlightBody", "", CVAR_GAME, "name of the body to highlight" ); idCVar af_highlightConstraint( "af_highlightConstraint", "", CVAR_GAME, "name of the constraint to highlight" ); idCVar af_showTimings( "af_showTimings", "0", CVAR_GAME | CVAR_BOOL, "show articulated figure cpu usage" ); idCVar af_showConstraints( "af_showConstraints", "0", CVAR_GAME | CVAR_BOOL, "show constraints" ); idCVar af_showConstraintNames( "af_showConstraintNames", "0", CVAR_GAME | CVAR_BOOL, "show constraint names" ); idCVar af_showConstrainedBodies( "af_showConstrainedBodies", "0", CVAR_GAME | CVAR_BOOL, "show the two bodies contrained by the highlighted constraint" ); idCVar af_showPrimaryOnly( "af_showPrimaryOnly", "0", CVAR_GAME | CVAR_BOOL, "show primary constraints only" ); idCVar af_showTrees( "af_showTrees", "0", CVAR_GAME | CVAR_BOOL, "show tree-like structures" ); idCVar af_showLimits( "af_showLimits", "0", CVAR_GAME | CVAR_BOOL, "show joint limits" ); idCVar af_showBodies( "af_showBodies", "0", CVAR_GAME | CVAR_BOOL, "show bodies" ); idCVar af_showBodyNames( "af_showBodyNames", "0", CVAR_GAME | CVAR_BOOL, "show body names" ); idCVar af_showMass( "af_showMass", "0", CVAR_GAME | CVAR_BOOL, "show the mass of each body" ); idCVar af_showTotalMass( "af_showTotalMass", "0", CVAR_GAME | CVAR_BOOL, "show the total mass of each articulated figure" ); idCVar af_showInertia( "af_showInertia", "0", CVAR_GAME | CVAR_BOOL, "show the inertia tensor of each body" ); idCVar af_showVelocity( "af_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "show the velocity of each body" ); idCVar af_showActive( "af_showActive", "0", CVAR_GAME | CVAR_BOOL, "show tree-like structures of articulated figures not at rest" ); idCVar af_testSolid( "af_testSolid", "1", CVAR_GAME | CVAR_BOOL, "test for bodies initially stuck in solid" ); idCVar rb_showTimings( "rb_showTimings", "0", CVAR_GAME | CVAR_BOOL, "show rigid body cpu usage" ); idCVar rb_showBodies( "rb_showBodies", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies" ); idCVar rb_showMass( "rb_showMass", "0", CVAR_GAME | CVAR_BOOL, "show the mass of each rigid body" ); idCVar rb_showInertia( "rb_showInertia", "0", CVAR_GAME | CVAR_BOOL, "show the inertia tensor of each rigid body" ); idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "show the velocity of each rigid body" ); idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" ); // sikk---> Added "CVAR_ARCHIVE" to all player movement cvars // The default values for player movement cvars are set in def/player.def idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "approximate hieght the player can jump" ); idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "maximum height the player can step up without jumping" ); idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while crouched" ); idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while walking" ); idCVar pm_runspeed( "pm_runspeed", "220", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while running" ); idCVar pm_noclipspeed( "pm_noclipspeed", "200", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while in noclip" ); idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while spectating" ); idCVar pm_spectatebbox( "pm_spectatebbox", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "size of the spectator bounding box" ); idCVar pm_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" ); idCVar pm_minviewpitch( "pm_minviewpitch", "-89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "amount player's view can look up (negative values are up)" ); idCVar pm_maxviewpitch( "pm_maxviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "amount player's view can look down" ); idCVar pm_stamina( "pm_stamina", "24", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "length of time player can run" ); idCVar pm_staminathreshold( "pm_staminathreshold", "4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "when stamina drops below this value, player gradually slows to a walk" ); idCVar pm_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." ); idCVar pm_crouchheight( "pm_crouchheight", "38", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's bounding box while crouched" ); idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's view while crouched" ); idCVar pm_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's bounding box while standing" ); idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's view while standing" ); idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's bounding box while dead" ); idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's view while dead" ); idCVar pm_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" ); idCVar pm_bboxwidth( "pm_bboxwidth", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "x/y size of player's bounding box" ); idCVar pm_crouchbob( "pm_crouchbob", "0.5", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "bob much faster when crouched" ); idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "bob slowly when walking" ); idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "bob faster when running" ); idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera distance from player in 3rd person" ); idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of camera from normal view height in 3rd person" ); idCVar pm_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)" ); idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "clip third person view into world space" ); idCVar pm_thirdPerson( "pm_thirdPerson", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "enables third person view" ); idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "enables third person view when player dies" ); idCVar pm_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> ); idCVar pm_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" ); // <---sikk idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" ); idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" ); idCVar g_showProjectilePct( "g_showProjectilePct", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables display of player hit percentage" ); idCVar g_showBrass( "g_showBrass", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables ejected shells from weapon" ); // sikk---> Added "CVAR_ARCHIVE" to all select game cvars idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_viewNodalX( "g_viewNodalX", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_viewNodalZ( "g_viewNodalZ", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NOCHEAT, "" ); idCVar g_skipViewEffects( "g_skipViewEffects", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "skip damage and other view effects" ); idCVar g_mpWeaponAngleScale( "g_mpWeaponAngleScale", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Control the weapon sway in MP" ); // <---sikk idCVar g_testParticle( "g_testParticle", "0", CVAR_GAME | CVAR_INTEGER, "test particle visualation, set by the particle editor" ); idCVar g_testParticleName( "g_testParticleName", "", CVAR_GAME, "name of the particle being tested by the particle editor" ); idCVar g_testModelRotate( "g_testModelRotate", "0", CVAR_GAME, "test model rotation speed" ); idCVar g_testPostProcess( "g_testPostProcess", "", CVAR_GAME, "name of material to draw over screen" ); idCVar g_testModelAnimate( "g_testModelAnimate", "0", CVAR_GAME | CVAR_INTEGER, "test model animation,\n" "0 = cycle anim with origin reset\n" "1 = cycle anim with fixed origin\n" "2 = cycle anim with continuous origin\n" "3 = frame by frame with continuous origin\n" "4 = play anim once", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> ); idCVar g_testModelBlend( "g_testModelBlend", "0", CVAR_GAME | CVAR_INTEGER, "number of frames to blend" ); idCVar g_testDeath( "g_testDeath", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_exportMask( "g_exportMask", "", CVAR_GAME, "" ); idCVar g_flushSave( "g_flushSave", "0", CVAR_GAME | CVAR_BOOL, "1 = don't buffer file writing for save games." ); idCVar aas_test( "aas_test", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar aas_showAreas( "aas_showAreas", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar aas_showPath( "aas_showPath", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar aas_showFlyPath( "aas_showFlyPath", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar aas_showWallEdges( "aas_showWallEdges", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar aas_showHideArea( "aas_showHideArea", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar aas_pullPlayer( "aas_pullPlayer", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar aas_randomPullPlayer( "aas_randomPullPlayer", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar aas_goalArea( "aas_goalArea", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar aas_showPushIntoArea( "aas_showPushIntoArea", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_password( "g_password", "", CVAR_GAME | CVAR_ARCHIVE, "game password" ); idCVar password( "password", "", CVAR_GAME | CVAR_NOCHEAT, "client password used when connecting" ); idCVar g_countDown( "g_countDown", "10", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "pregame countdown in seconds", 4, 3600 ); idCVar g_gameReviewPause( "g_gameReviewPause", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER | CVAR_ARCHIVE, "scores review time in seconds (at end game)", 2, 3600 ); idCVar g_TDMArrows( "g_TDMArrows", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "draw arrows over teammates in team deathmatch" ); idCVar g_balanceTDM( "g_balanceTDM", "1", CVAR_GAME | CVAR_BOOL, "maintain even teams" ); idCVar net_clientPredictGUI( "net_clientPredictGUI", "1", CVAR_GAME | CVAR_BOOL, "test guis in networking without prediction" ); idCVar g_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" ); idCVar g_mapCycle( "g_mapCycle", "mapcycle", CVAR_GAME | CVAR_ARCHIVE, "map cycling script for multiplayer games - see mapcycle.scriptcfg" ); idCVar mod_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" ); idCVar net_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" ); idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" ); idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, separated by ;" ); // sikk - New Cvars - //------------------------------------------------- // sikk---> Crosshair Cvar idCVar g_crosshair( "g_crosshair", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "0 = crosshair off, 1 = crosshair on" ); idCVar g_crosshairType( "g_crosshairType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggle between static and precise crosshair positioning" ); idCVar g_crosshairLerp( "g_crosshairLerp", "0.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "smoothness for the movement of the crosshair when g_crosshairType = 1" ); // <---sikk // sikk---> Dynamic Hud system idCVar g_hudType( "g_hudType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggles between default and custom hud" ); idCVar g_useDynamicHud( "g_useDynamicHud", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables dynamic hud (g_hudType == 1 only)" ); idCVar g_dynamicHudTime( "g_dynamicHudTime", "10.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "time (in sec) before the hud fades out" ); // <---sikk // sikk---> IR Goggles/Headlight Mod idCVar g_goggleType( "g_goggleType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets the goggle's type: 0 = Infrared; 1 = Thermal" ); idCVar g_batteryLife( "g_batteryLife", "60", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how long the battery lasts (in seconds) for ir goggles/headlight" ); idCVar g_batteryRechargeRate( "g_batteryRechargeRate", "120", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how long it takes the battery to fully recharge (in seconds) for ir goggles/headlight" ); // <---sikk // sikk---> Global Ambient Light idCVar g_useAmbientLight( "g_useAmbientLight", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enable a global ambient light bound to player" ); idCVar g_ambientLightRadius( "g_ambientLightRadius", "1024 1024 1024", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE, "sets the ambient light's radius (XYZ = 0 to 65536)" ); idCVar g_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)" ); // sikk---> Explosion FX idCVar g_useExplosionFX( "g_useExplosionFX", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables explosion screen effects" ); idCVar g_explosionFXTime( "g_explosionFXTime", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "time (in secs) the effect lasts" ); idCVar g_explosionFXScale( "g_explosionFXScale", "32.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "explosion effect scale" ); // <---sikk // sikk---> Blood Spray Screen Effect idCVar g_showBloodSpray( "g_showBloodSpray", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "show blood spray effect on screen when inflicting damage up close" ); idCVar g_bloodSprayTime( "g_bloodSprayTime", "5.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "how long blood spray effect lasts (in seconds)" ); idCVar g_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." ); idCVar g_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)" ); // <---sikk // sikk---> Screen Frost idCVar g_screenFrostTime( "g_screenFrostTime", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "time (in secs) for frost to fully build on the screen. 0 = disables effect" ); // <---sikk // sikk---> Tracer Frequency idCVar g_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 (all tracers)" ); // <---sikk // sikk---> Player Head Type idCVar g_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" ); // <---sikk // sikk---> First Person Body idCVar g_showFirstPersonBody( "g_showFirstPersonBody", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "draws the player body in first person view mode" ); // <---sikk // sikk---> Portal Sky Box idCVar g_enablePortalSky( "g_enablePortalSky", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables portal sky box support" ); // <---sikk // sikk---> Health Management System idCVar g_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" ); idCVar g_healthPackTotal( "g_healthPackTotal", "100", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "total amount of health reserve in the health pack" ); idCVar g_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." ); idCVar g_healthPackTime( "g_healthPackTime", "3", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "maximum time it takes to heal yourself. " ); idCVar g_healthRegenTime( "g_healthRegenTime", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how often to regenerate health when using regenerative health system" ); idCVar g_healthRegenDelay( "g_healthRegenDelay", "5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "delay (in seconds) before health starts to regenerate after taking damage when using regenerative health system" ); idCVar g_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" ); idCVar g_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" ); idCVar g_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" ); idCVar g_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 idCVar g_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." ); idCVar g_itemMaxArmorType( "g_itemMaxArmorType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets armor capacity type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); idCVar g_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 (full replacement)" ); idCVar g_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 (items have anywhere from one to full value)" ); idCVar g_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 (all items are removed)" ); idCVar g_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 (dead bodies always contain items)" ); // <---sikk // sikk---> Ammo Management idCVar g_ammoCapacityType( "g_ammoCapacityType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets ammo capacity type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); idCVar g_ammoClipSizeType( "g_ammoClipSizeType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets ammo clip size type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); idCVar g_ammoUsageType( "g_ammoUsageType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables realistic ammo usage when reloading and collecting ammo" ); // <---sikk // sikk---> Weapon Management idCVar g_weaponAwareness( "g_weaponAwareness", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggles weapon awareness" ); idCVar g_weaponHandlingType( "g_weaponHandlingType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets the weapon handling type: 0 = spread (fixed); 1 = spread (variable); 2 spread (fixed) + recoil; 2 spread (variable) + recoil" ); idCVar g_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" ); // <---sikk // sikk---> First Person Body idCVar g_grabMode( "g_grabMode", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables the ability to grab moveable objects" ); // <---sikk // sikk---> Disable Fall Damage idCVar g_disableFallDamage( "g_disableFallDamage", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "disables fall damage" ); // <---sikk // sikk---> Player Speed Type idCVar g_playerSpeedType( "g_playerSpeedType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets the player's speed configuration: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); // <---sikk // sikk---> Locational Damage Type idCVar g_damageType( "g_damageType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets damage value type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); idCVar g_damageZoneType( "g_damageZoneType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets locational damage type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); // <---sikk // sikk---> Enemy Health Management idCVar g_enemyHealthType( "g_enemyHealthType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets enemy health type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" ); idCVar g_enemyHealthScale( "g_enemyHealthScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the health scale for enemies" ); idCVar g_enemyHealthRandom( "g_enemyHealthRandom", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets whether to randomize enemy health values" ); // <---sikk // PD3---> SSG Factor idCVar g_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" ); // <---PD3 // sikk---> Spectre Factor idCVar g_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 idCVar g_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 idCVar g_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" ); // <---sikk // sikk---> Monster Burn Away Delay idCVar g_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 idCVar g_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 idCVar g_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 idCVar g_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 idCVar g_useRandomEncounters( "g_useRandomEncounters", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables random encounters" ); idCVar g_randomEncountersMaxSpawns( "g_randomEncountersMaxSpawns", "5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "number of random enemies that can be alive at one time" ); idCVar g_randomEncountersMinTime( "g_randomEncountersMinTime", "30", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "minimum time (in secs) to wait before spawning another random enemy" ); idCVar g_randomEncountersMaxTime( "g_randomEncountersMaxTime", "60", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "maximum time (in secs) to wait before spawning another random enemy" ); idCVar g_randomEncountersDormantTime( "g_randomEncountersDormantTime", "10", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "maximum time (in secs) a random enemy can be dormant before it is removed" ); // <---sikk // sikk---> Thirdperson Camera idCVar pm_thirdPersonOffset( "pm_thirdPersonOffset", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera offset from player in 3rd person (-n = left, +n = right)" ); // <---sikk // sikk---> PostProcess Effects idCVar r_useSoftShadows( "r_useSoftShadows", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Soft Shadows postprocessing effect" ); idCVar r_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" ); idCVar r_softShadowsBlurScale( "r_softShadowsBlurScale", "8.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Sample offset scale for the blur filter" ); idCVar r_softShadowsBlurEpsilon( "r_softShadowsBlurEpsilon", "4.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur depth difference factor for the blur filter" ); idCVar r_useEdgeAA( "r_useEdgeAA", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Enable edge anti-aliasing: 0 = RGB edge AA; 1 = FXAA" ); idCVar r_edgeAASampleScale( "r_edgeAASampleScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sample offset scale for edge detection" ); idCVar r_edgeAAFilterScale( "r_edgeAAFilterScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the filter offset scale for blurring" ); idCVar r_useHDR( "r_useHDR", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable High Dynamic Range lighting" ); idCVar r_hdrToneMapper( "r_hdrToneMapper", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Tone mapping method:\n0 = Reinhard (RGB)\n1 = Reinhard (Yxy)\n2 = Exponential\n3 = Filmic (simple)\n4 = Filmic (complex)" ); idCVar r_hdrAdaptationRate( "r_hdrAdaptationRate", "60.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Eye adaptation rate" ); idCVar r_hdrMiddleGray( "r_hdrMiddleGray", "0.18", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Middle gray value used in HDR tone mapping" ); idCVar r_hdrWhitePoint( "r_hdrWhitePoint", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Smallest luminance value that will be mapped to white" ); idCVar r_hdrBlueShiftFactor( "r_hdrBlueShiftFactor", "0.25", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Blue shift blend factor" ); idCVar r_hdrDither( "r_hdrDither", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable dithering" ); idCVar r_hdrDitherSize( "r_hdrDitherSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Sets the size of the dither threshold map" ); idCVar r_hdrLumThresholdMax( "r_hdrLumThresholdMax", "0.3", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Minimum luminance value threshold" ); idCVar r_hdrLumThresholdMin( "r_hdrLumThresholdMin", "0.1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Maximum luminance value threshold" ); idCVar r_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)" ); idCVar r_hdrBloomMiddleGray( "r_hdrBloomMiddleGray", "0.18", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Middle gray value used in HDR tone mapping, specific to bloom" ); idCVar r_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" ); idCVar r_hdrBloomThreshold( "r_hdrBloomThreshold", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Bloom luminance threshold" ); idCVar r_hdrBloomOffset( "r_hdrBloomOffset", "3.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Bloom luminance offset" ); idCVar r_hdrBloomScale( "r_hdrBloomScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Intensity scale amount for bloom effect" ); idCVar r_hdrBloomSize( "r_hdrBloomSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Size of the bloom effect" ); idCVar r_hdrFlareGamma( "r_hdrFlareGamma", "2.2", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Gamma curve for the flare texture" ); idCVar r_hdrFlareScale( "r_hdrFlareScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Intensity scale amount for lens flare effect. 0 = Off" ); idCVar r_hdrFlareSize( "r_hdrFlareSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Size of the lens flare effect" ); idCVar r_hdrGlareStyle( "r_hdrGlareStyle", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Glare style to use with HDR lighting. Value range: 0 - 11\n0 = Off\n1 = Natural\n2 = Star\n3 = Cross\n4 = Snow Cross\n5 = Horizontal\n6 = Vertical\n7 = Star (Spectral)\n8 = Cross (Spectral)\n9 = Snow Cross (Spectral)\n10 = Horizontal (Spectral)\n11 = Vertical (Spectral)" ); idCVar r_hdrGlareScale( "r_hdrGlareScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Intensity scale amount for glare effect" ); idCVar r_hdrGlareSize( "r_hdrGlareSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Size of the glare effect" ); idCVar r_useBloom( "r_useBloom", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable bloom postprocessing effect" ); idCVar r_bloomBufferSize( "r_bloomBufferSize", "3", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Bloom render target size:\n0 = 32x32\n1 = 64x64\n2 = 128x128\n3 = 256x256\n4 = 512x512\n5 = 1024x1024" ); idCVar r_bloomBlurIterations( "r_bloomBlurIterations", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Number of times the blur filter is applied" ); idCVar r_bloomBlurScaleX( "r_bloomBlurScaleX", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to scale the X axis sample offsets" ); idCVar r_bloomBlurScaleY( "r_bloomBlurScaleY", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to scale the Y axis sample offsets" ); idCVar r_bloomScale( "r_bloomScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to scale the intensity of the bloom effect" ); idCVar r_bloomGamma( "r_bloomGamma", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Gamma curve for the bloom texture" ); idCVar r_useSSIL( "r_useSSIL", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Screen-Space Indirect Lighting postprocessing effect" ); idCVar r_ssilRadius( "r_ssilRadius", "128", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sample radius for ssil" ); idCVar r_ssilAmount( "r_ssilAmount", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the contribution factor for ssil" ); idCVar r_ssilBlurMethod( "r_ssilBlurMethod", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Blur method used for the ssil buffer:\n0 = Gaussian\n1 = Bilateral" ); idCVar r_ssilBlurScale( "r_ssilBlurScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blur scale for the ssil buffer" ); idCVar r_ssilBlurQuality( "r_ssilBlurQuality", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur quality for the ssil buffer" ); idCVar r_ssilBlurEpsilon( "r_ssilBlurEpsilon", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur depth difference factor for the ssil buffer" ); idCVar r_useSSAO( "r_useSSAO", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Screen-Space Ambient Occlusion postprocessing effect" ); idCVar r_ssaoMethod( "r_ssaoMethod", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the ssao method:\n0 = Crytek\n1 = HDAO\n2 = ABAO\n3 = PBAO\n4 = HBAO (low)\n5 = HBAO (medium)\n6 = HBAO (high)\n7 = Ray Marching\n8 = Volumetric Obscurance" ); idCVar r_ssaoRadius( "r_ssaoRadius", "16", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sample radius for ssao" ); idCVar r_ssaoBias( "r_ssaoBias", "0.075", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the angle bias for ssao (darkening factor for Crytek's)" ); idCVar r_ssaoAmount( "r_ssaoAmount", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the contribution factor for ssao" ); idCVar r_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" ); idCVar r_ssaoBlurScale( "r_ssaoBlurScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blur scale for the ssao buffer" ); idCVar r_ssaoBlurQuality( "r_ssaoBlurQuality", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur quality for the ssao buffer" ); idCVar r_ssaoBlurEpsilon( "r_ssaoBlurEpsilon", "16", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur depth difference factor for the ssao buffer" ); idCVar r_ssaoBlendPower( "r_ssaoBlendPower", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blend exponent for the ssao to scene final combine" ); idCVar r_ssaoBlendScale( "r_ssaoBlendScale", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blend scale for the ssao to scene final combine" ); idCVar r_useSunShafts( "r_useSunShafts", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Screen-Space Volumetric Lighting (Sun Shafts) postprocessing effect" ); idCVar r_sunShaftsSize( "r_sunShaftsSize", "16.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun shafts size" ); idCVar r_sunShaftsStrength( "r_sunShaftsStrength", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun shafts strength" ); idCVar r_sunShaftsMaskStrength( "r_sunShaftsMaskStrength", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun shafts mask strength" ); idCVar r_sunShaftsQuality( "r_sunShaftsQuality", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the sun shafts quality" ); idCVar r_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)" ); idCVar r_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)" ); idCVar r_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)" ); idCVar r_useLensFlare( "r_useLensFlare", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable lens flare postprocessing effect" ); idCVar r_lensFlareStrength( "r_lensFlareStrength", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the lens flare strength" ); idCVar r_useDepthOfField( "r_useDepthOfField", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Enable depth of field postprocessing effect. Value range: 0 - 2 \n0 = Off\n1 = Automatic Focus\n2 = Manual Focus" ); idCVar r_dofBlurScale( "r_dofBlurScale", "4.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blur scale for depth of field postprocessing effect" ); idCVar r_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!" ); idCVar r_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)" ); idCVar r_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)" ); idCVar r_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)" ); idCVar r_dofConditionAlways( "r_dofConditionAlways", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Always on" ); idCVar r_dofConditionCinematic( "r_dofConditionCinematic", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Cinematics" ); idCVar r_dofConditionGUI( "r_dofConditionGUI", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: GUI Active" ); idCVar r_dofConditionReload( "r_dofConditionReload", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Reloading" ); idCVar r_dofConditionTalk( "r_dofConditionTalk", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Talking" ); idCVar r_dofConditionZoom( "r_dofConditionZoom", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Weapon Zoom" ); idCVar r_useMotionBlur( "r_useMotionBlur", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Enable motion blur postprocessing effect.\n0 = off\n1 = Camera\n2 = Accumulation\n3 = Camera + Accumulation" ); idCVar r_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" ); idCVar r_motionBlurMaskDistance( "r_motionBlurMaskDistance", "32", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Don't do motion blur if framerate is below this value" ); idCVar r_motionBlurFPSThreshold( "r_motionBlurFPSThreshold", "20", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the motion blur mask distance. Used to mask the view weapon." ); idCVar r_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" ); idCVar r_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." ); idCVar r_motionBlurFactor( "r_motionBlurFactor", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the motion blur blend factor" ); idCVar r_motionBlurLerp( "r_motionBlurLerp", "0.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the motion blur blend lerp factor" ); idCVar r_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 = 512 samples (virtual)\n4 = 4096 samples (virtual)" ); idCVar r_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." ); idCVar r_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" ); idCVar r_colorGradingType( "r_colorGradingType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Color grading type:\n0 = math\n1 = lut" ); idCVar r_colorGradingSharpness( "r_colorGradingSharpness", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Sharpness level when color grading is enabled" ); idCVar r_useCelShading( "r_useCelShading", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable cel shading postprocessing effect" ); idCVar r_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)" ); idCVar r_celShadingScale( "r_celShadingScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the cel shading scale. Higher values == thicker outline" ); idCVar r_celShadingThreshold( "r_celShadingThreshold", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the cel shading threshold" ); idCVar r_useFilmgrain( "r_useFilmgrain", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable filmgrain postprocessing effect" ); idCVar r_filmgrainBlendMode( "r_filmgrainBlendMode", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the grain blending mode. Value range: 0 - 3\n0 = gl_one, gl_one\n1 = gl_zero, gl_one_minus_src_color\n2 = gl_dst_color, gl_one\n3 = gl_one_minus_dst_color, gl_one" ); idCVar r_filmgrainScale( "r_filmgrainScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the grain scale" ); idCVar r_filmgrainStrength( "r_filmgrainStrength", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the grain strength. Value range: 0.0 - 1.0" ); idCVar r_useVignetting( "r_useVignetting", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable vignetting postprocessing effect" ); // <---sikk //doomtrinity -> // These mouse Cvars do NOT affect directly the mouse settings, "sensitivity" and "m_smooth" are still used. idCVar in_mouseSensitivity( "in_mouseSensitivity", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "mouse view sensitivity" ); idCVar in_mouseSmooth( "in_mouseSmooth", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "number of samples blended for mouse viewing" ); idCVar pm_adsspeed( "pm_adsspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking and zooming" ); idCVar pm_adsbob( "pm_adsbob", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob slowly when walking and zooming" ); //<- doomtrinity