/* =========================================================================== 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", "0", 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", "1", 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_FLOAT | CVAR_ARCHIVE, "scale final damage on player by this factor" ); idCVar g_armorProtection( "g_armorProtection", "0.3", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "armor takes this percentage of damage" ); idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.6", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "armor takes this percentage of damage in mp" ); idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "scale damage and armor dynamically to keep the player alive more often" ); idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how often to take health in nightmare mode" ); idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how much health to take in nightmare mode" ); idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "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, "" ); idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME | CVAR_ARCHIVE, "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" ); #ifdef _PORTALSKY idCVar g_enablePortalSky( "g_enablePortalSky", "1", CVAR_GAME | CVAR_BOOL, "enables the portal sky" ); #endif //rev grab idCVar g_moveableDamageScale( "g_moveableDamageScale", "0.1", CVAR_GAME | CVAR_FLOAT, "scales damage wrt mass of object in multiplayer" ); //rev grab 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" ); // The default values for player movement cvars are set in def/player.def idCVar pm_jumpheight( "pm_jumpheight", "90", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate hieght the player can jump" ); idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" ); idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" ); idCVar pm_walkspeed( "pm_walkspeed", "210", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" ); idCVar pm_runspeed( "pm_runspeed", "275", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while running" ); idCVar pm_noclipspeed( "pm_noclipspeed", "200", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while in noclip" ); idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while spectating" ); idCVar pm_spectatebbox( "pm_spectatebbox", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "size of the spectator bounding box" ); idCVar pm_usecylinder( "pm_usecylinder", "0", CVAR_GAME | CVAR_NETWORKSYNC | 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_FLOAT, "amount player's view can look up (negative values are up)" ); idCVar pm_maxviewpitch( "pm_maxviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "amount player's view can look down" ); idCVar pm_stamina( "pm_stamina", "3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "length of time player can run" ); idCVar pm_staminathreshold( "pm_staminathreshold", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "when stamina drops below this value, player gradually slows to a walk" ); idCVar pm_staminarate( "pm_staminarate", "0.17", CVAR_GAME | CVAR_NETWORKSYNC | 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_FLOAT, "height of player's bounding box while crouched" ); idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while crouched" ); idCVar pm_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while standing" ); idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while standing" ); idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while dead" ); idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while dead" ); idCVar pm_crouchrate( "pm_crouchrate", "0.87", CVAR_GAME | CVAR_NETWORKSYNC | 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_FLOAT, "x/y size of player's bounding box" ); idCVar pm_crouchbob( "pm_crouchbob", "0.5", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob much faster when crouched" ); idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob slowly when walking" ); idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob faster when running" ); idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" ); idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" ); idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" ); idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" ); idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" ); idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "75", 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_BOOL, "clip third person view into world space" ); idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYNC |CVAR_BOOL, "enables third person view" ); //ivan idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" ); idCVar pm_modelView( "pm_modelView", "0", CVAR_GAME | CVAR_NETWORKSYNC | 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_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" ); ////REVILITY START OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT idCVar pm_thirdPersonSideScale( "pm_thirdPersonSideScale", "-0.45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "offsets camera from left to right in 3rd person. 0 is center. use negatives to move right and decimals for small offsets." ); ////REVILITY END OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT 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" ); idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_viewNodalX( "g_viewNodalX", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_viewNodalZ( "g_viewNodalZ", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "" ); idCVar g_skipViewEffects( "g_skipViewEffects", "0", CVAR_GAME | CVAR_BOOL, "skip damage and other view effects" ); idCVar g_mpWeaponAngleScale( "g_mpWeaponAngleScale", "0", CVAR_GAME | CVAR_FLOAT, "Control the weapon sway in MP" ); 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 ;" ); //rev grab idCVar g_grabberHoldSeconds( "g_grabberHoldSeconds", "100", CVAR_GAME | CVAR_FLOAT | CVAR_CHEAT, "number of seconds to hold object" ); //Default was 3 seconds. REVILITY idCVar g_grabberEnableShake( "g_grabberEnableShake", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "enable the grabber shake" ); idCVar g_grabberRandomMotion( "g_grabberRandomMotion", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "enable random motion on the grabbed object" ); idCVar g_grabberHardStop( "g_grabberHardStop", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "hard stops object if too fast" ); idCVar g_grabberDamping( "g_grabberDamping", "0.5", CVAR_GAME | CVAR_FLOAT | CVAR_CHEAT, "damping of grabber" ); //rev grab // HDR related - J.C.Denton idCVar r_HDR_enable ( "r_HDR_enable", "1", CVAR_GAME | CVAR_BOOL, " Enables HDR Rendering & post-processing."); idCVar r_HDR_enableDebugMode ( "r_HDR_enableDebugMode", "0", CVAR_GAME | CVAR_INTEGER, " Shows all the textures generated for HDR postprocess. \n 1: Shows all textures \n 2: Decodes and shows all textures"); idCVar r_HDR_postProcess ( "r_HDR_postProcess", "1", CVAR_GAME | CVAR_INTEGER, " Activates HDR bloom . \n 1: HDR Bloom with automatic eye exposure "); idCVar r_HDR_middleGray ( "r_HDR_middleGray", "0.1", CVAR_GAME | CVAR_FLOAT, " Middle gray value for overall scene . Range 0 - 1. (Works only when automatic exposure is on) "); idCVar r_HDR_brightPassThreshold ( "r_HDR_brightPassThreshold", "1.7", CVAR_GAME | CVAR_FLOAT, " brightness threshold for Bright-pass (Works only when automatic exposure is on)"); idCVar r_HDR_brightPassOffset ( "r_HDR_brightPassOffset", "5.0", CVAR_GAME | CVAR_FLOAT, " Brightness offset for bright pass (Works only when automatic exposure is on)"); idCVar r_HDR_min_luminance ( "r_HDR_min_luminance", "0.003", CVAR_GAME | CVAR_FLOAT, " Luminance is restricted to this value to control whiteness when in pitch dark areas. (Works only when automatic exposure is on)"); idCVar r_HDR_max_luminance ( "r_HDR_max_luminance", "0.22", CVAR_GAME | CVAR_FLOAT, " Luminance is restricted to this value to control darkness when in super-bright areas. (Works only when automatic exposure is on)"); idCVar r_HDR_eyeAdjustmentDelay ( "r_HDR_eyeAdjustmentDelay", "2.2", CVAR_GAME | CVAR_FLOAT, " Total time in second taken to adjust eye exposure.(Works only when automatic exposure is on)"); idCVar r_HDR_colorCurveBias ( "r_HDR_colorCurveBias", "0.26", CVAR_GAME | CVAR_FLOAT, " Applies Exponential Color Curve to final pass (range 0 to 1), 1 = color curve fully applied , 0= No color curve"); idCVar r_HDR_sceneExposure ( "r_HDR_sceneExposure", "1.0", CVAR_GAME | CVAR_FLOAT, " Scene exposure. Try values lower or greater than 1.0"); idCVar r_HDR_gammaCorrection ( "r_HDR_gammaCorrection", "1.0", CVAR_GAME | CVAR_FLOAT, " Gamma Correction."); idCVar r_HDR_maxColorIntensity ( "r_HDR_maxColorIntensity", "1.0", CVAR_GAME | CVAR_FLOAT, " Adjusting this value will cause color burnout in a controllable fashion (range 0.0 - 256.0) \nHigher values reduces the contrast, lower values increases the contrast."); idCVar r_HDR_bloomIntensity ( "r_HDR_bloomIntensity", "0.6", CVAR_GAME | CVAR_FLOAT, " Adjusts the Bloom intensity. 0.0 disables both bloom as well as halo passes"); idCVar r_HDR_haloIntensity ( "r_HDR_HaloIntensity", "1.0", CVAR_GAME | CVAR_FLOAT, " Adjusts the Halo intensity. Set to 0.0 disables halo pass. "); idCVar r_HDR_debugTextureIndex ( "r_HDR_debugTextureIndex", "0", CVAR_GAME | CVAR_INTEGER, " Show intermediate textures used for HDR postprocess \n 1: scene Image(64x Scaled down) \n 2: Average Luminance Initial pass texture\n 3: Average luminance "); idCVar r_HDR_lumUpdateRate ( "r_HDR_lumUpdateRate", "11", CVAR_GAME | CVAR_INTEGER, " Updates luminance data after every these many number of frames. " ); idCVar r_HDR_eyeAdjustmentBias ( "r_HDR_eyeAdjustmentBias", "0.09", CVAR_GAME | CVAR_FLOAT, " Automatic eye exposure factor (range 0 to 1) \n e.g. 0.0 - No automatic eye exposure, \n 0.5 - 50% automatic eye exposure, \n 1.0 Full automatic eye exposure. " ); idCVar r_HDR_eyeAdjustmentBloomBias ( "r_HDR_eyeAdjustmentBloomBias", "1", CVAR_GAME | CVAR_FLOAT, " Bloom can have a separate eye adjustment bias. See cvar descritption for r_HDR_eyeAdjustmentBias. " ); idCVar r_HDR_vignetteBias ( "r_HDR_vignetteBias", "0.45", CVAR_GAME | CVAR_FLOAT, " Vignette: Fading-of-edges-of-the-screen effect(range 0 to 1) " ); //---------------------------------- //Ivan start idCVar s_music_volume( "s_music_volume", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "In-game music volume." ); idCVar ruiner_bind_run_once( "ruiner_bind_run_once", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Rebind all controls once for Ruiner." ); //Ivan end