#ifndef __SYS_CVAR_H__ #define __SYS_CVAR_H__ extern idCVar developer; extern idCVar g_cinematic; extern idCVar g_cinematicMaxSkipTime; // RAVEN BEGIN // jnewquist: vertical stretch for letterboxed cinematics authored for 4:3 aspect extern idCVar g_fixedHorizFOV; // RAVEN END extern idCVar g_monsters; extern idCVar g_decals; extern idCVar g_knockback; extern idCVar g_skill; extern idCVar g_gravity; extern idCVar g_mp_gravity; extern idCVar g_skipFX; extern idCVar g_skipParticles; extern idCVar g_projectileLights; extern idCVar g_doubleVision; extern idCVar g_muzzleFlash; extern idCVar g_disasm; extern idCVar g_debugBounds; extern idCVar g_debugAnim; extern idCVar g_debugMove; extern idCVar g_debugDamage; extern idCVar g_debugWeapon; extern idCVar g_debugScript; extern idCVar g_debugMover; extern idCVar g_debugTriggers; extern idCVar g_debugCinematic; // RAVEN BEGIN // bdube: added extern idCVar g_debugState; extern idCVar g_stopTime; extern idCVar g_armorProtection; extern idCVar g_armorProtectionMP; //extern idCVar g_damageScale; // jsinger: added to support binary read/write extern idCVar com_BinaryRead; #ifdef RV_BINARYDECLS extern idCVar com_BinaryDeclRead; #endif // jsinger: added to support loading all decls from a single file #ifdef RV_SINGLE_DECL_FILE extern idCVar com_SingleDeclFile; extern idCVar com_WriteSingleDeclFile; #endif extern idCVar com_BinaryWrite; // RAVEN END extern idCVar g_useDynamicProtection; extern idCVar g_healthTakeTime; extern idCVar g_healthTakeAmt; extern idCVar g_healthTakeLimit; extern idCVar g_showPVS; extern idCVar g_showTargets; extern idCVar g_showTriggers; extern idCVar g_showCollisionWorld; extern idCVar g_showCollisionModels; extern idCVar g_showCollisionTraces; // RAVEN BEGIN // ddynerman: SD's clip sector code extern idCVar g_showClipSectors; extern idCVar g_showClipSectorFilter; extern idCVar g_showAreaClipSectors; // RAVEN END extern idCVar g_maxShowDistance; extern idCVar g_showEntityInfo; extern idCVar g_showviewpos; extern idCVar g_showcamerainfo; extern idCVar g_showTestModelFrame; extern idCVar g_showActiveEntities; extern idCVar g_showEnemies; extern idCVar g_frametime; extern idCVar g_timeentities; // RAVEN BEGIN // bdube: new debug cvar extern idCVar g_debugVehicle; extern idCVar g_showFrameCmds; extern idCVar g_showGodDamage; // RAVEN END // RAVEN BEGIN // twhitaker: debug cvars for rvVehicleDriver extern idCVar g_debugVehicleDriver; extern idCVar g_debugVehicleAI; extern idCVar g_vehicleMode; // RAVEN END extern idCVar g_allowVehicleGunOverheat; extern idCVar ai_debugScript; extern idCVar ai_debugMove; extern idCVar ai_debugTrajectory; extern idCVar ai_debugTactical; extern idCVar ai_debugFilterString; extern idCVar ai_testPredictPath; extern idCVar ai_showCombatNodes; extern idCVar ai_showPaths; extern idCVar ai_showObstacleAvoidance; extern idCVar ai_blockedFailSafe; extern idCVar ai_debugSquad; extern idCVar ai_debugStealth; extern idCVar ai_allowTacticalRush; // RAVEN BEGIN // nmckenzie: added speeds and freeze extern idCVar ai_speeds; extern idCVar ai_freeze; extern idCVar ai_animShow; extern idCVar ai_showCover; extern idCVar ai_showTacticalFeatures; extern idCVar ai_disableEntTactical; extern idCVar ai_disableAttacks; extern idCVar ai_disableSimpleThink; extern idCVar ai_disableCover; extern idCVar ai_debugHelpers; // cdr: added new master move type extern idCVar ai_useRVMasterMove; //jshepard: allow old AAS files extern idCVar ai_allowOldAAS; // twhitaker: debugging support for eye focus extern idCVar ai_debugEyeFocus; //mcg: always allow player to push buddies, unless scripted extern idCVar ai_playerPushAlways; // RAVEN END extern idCVar g_dvTime; extern idCVar g_dvAmplitude; extern idCVar g_dvFrequency; extern idCVar g_kickTime; extern idCVar g_kickAmplitude; extern idCVar g_blobTime; extern idCVar g_blobSize; extern idCVar g_testHealthVision; extern idCVar g_editEntityMode; // RAVEN BEGIN extern idCVar g_editEntityDistance; // rhummer: Allow to customize the distance the text is drawn for edit entities, Zack request. extern idCVar g_editEntityTextDistance; // rjohnson: entity usage stats extern idCVar g_keepEntityStats; // RAVEN END extern idCVar g_dragEntity; extern idCVar g_dragDamping; extern idCVar g_dragShowSelection; extern idCVar g_dropItemRotation; extern idCVar g_vehicleVelocity; extern idCVar g_vehicleForce; extern idCVar ik_enable; extern idCVar ik_debug; extern idCVar af_useLinearTime; extern idCVar af_useImpulseFriction; extern idCVar af_useJointImpulseFriction; extern idCVar af_useSymmetry; extern idCVar af_skipSelfCollision; extern idCVar af_skipLimits; extern idCVar af_skipFriction; extern idCVar af_forceFriction; extern idCVar af_maxLinearVelocity; extern idCVar af_maxAngularVelocity; extern idCVar af_timeScale; extern idCVar af_jointFrictionScale; extern idCVar af_contactFrictionScale; extern idCVar af_highlightBody; extern idCVar af_highlightConstraint; extern idCVar af_showTimings; extern idCVar af_showConstraints; extern idCVar af_showConstraintNames; extern idCVar af_showConstrainedBodies; extern idCVar af_showPrimaryOnly; extern idCVar af_showTrees; extern idCVar af_showLimits; extern idCVar af_showBodies; extern idCVar af_showBodyNames; extern idCVar af_showMass; extern idCVar af_showTotalMass; extern idCVar af_showInertia; extern idCVar af_showVelocity; extern idCVar af_showActive; extern idCVar af_testSolid; extern idCVar rb_showTimings; extern idCVar rb_showBodies; extern idCVar rb_showMass; extern idCVar rb_showInertia; extern idCVar rb_showVelocity; extern idCVar rb_showActive; extern idCVar pm_jumpheight; extern idCVar pm_stepsize; extern idCVar pm_crouchspeed; // RAVEN BEGIN extern idCVar pm_speed; extern idCVar pm_walkspeed; extern idCVar pm_zoomedSlow; extern idCVar pm_isZoomed; // RAVEN END extern idCVar pm_noclipspeed; extern idCVar pm_spectatespeed; extern idCVar pm_spectatebbox; extern idCVar pm_usecylinder; extern idCVar pm_minviewpitch; extern idCVar pm_maxviewpitch; extern idCVar pm_stamina; extern idCVar pm_staminathreshold; extern idCVar pm_staminarate; extern idCVar pm_crouchheight; extern idCVar pm_crouchviewheight; extern idCVar pm_normalheight; extern idCVar pm_normalviewheight; extern idCVar pm_deadheight; extern idCVar pm_deadviewheight; extern idCVar pm_crouchrate; extern idCVar pm_bboxwidth; extern idCVar pm_crouchbob; extern idCVar pm_walkbob; extern idCVar pm_runbob; extern idCVar pm_runpitch; extern idCVar pm_runroll; extern idCVar pm_bobup; extern idCVar pm_bobpitch; extern idCVar pm_bobroll; extern idCVar pm_thirdPersonRange; extern idCVar pm_thirdPersonHeight; extern idCVar pm_thirdPersonAngle; extern idCVar pm_thirdPersonClip; extern idCVar pm_thirdPerson; extern idCVar pm_thirdPersonDeath; extern idCVar pm_modelView; extern idCVar pm_airTics; // RAVEN BEGIN // asalmon: parameters for aim assistance on Xenon #ifdef _XBOX extern idCVar pm_AimAssist; extern idCVar pm_AimAssistDistance; extern idCVar pm_AimAssistThreshold; extern idCVar pm_AimAssistFOV; extern idCVar pm_AimAssistBump; extern idCVar pm_AimAssistShow; extern idCVar pm_AimAssistSlow; extern idCVar pm_ThumbstickConfig; extern idCVar pm_ButtonConfig; extern idCVar pm_RocketJumpAutocenter; extern idCVar pm_IAmACheater; #endif // nmckenzie: added ability to try alternate accelerations. extern idCVar pm_acceloverride; extern idCVar pm_frictionoverride; extern idCVar pm_forcespectatormove; extern idCVar pm_thirdPersonTarget; // bdube: vehicle extern idCVar pm_vehicleLean; extern idCVar pm_vehicleCameraSnap; extern idCVar pm_vehicleCameraScaleMax; extern idCVar pm_vehicleSoundLerpScale; extern idCVar pm_vehicleCameraSpeedScale; extern idCVar pm_vehicleCameraMinDist; // RAVEN END extern idCVar g_showPlayerShadow; extern idCVar g_skipPlayerShadowsMP; extern idCVar g_skipItemShadowsMP; extern idCVar g_simpleItems; extern idCVar g_showHud; // RAVEN BEGIN extern idCVar g_crosshairColor; // cnicholson: Custom Crosshair extern idCVar g_crosshairCustom; extern idCVar g_crosshairCustomFile; extern idCVar g_crosshairCharInfoFar; // bdube: hud popups extern idCVar g_showHudPopups; // bdube: range extern idCVar g_showRange; // bdube: debug hud extern idCVar g_showDebugHud; // RAVEN END extern idCVar g_showProjectilePct; // RAVEN BEGIN // bdube: brass time extern idCVar g_brassTime; // RAVEN END extern idCVar g_gun_x; extern idCVar g_gun_y; extern idCVar g_gun_z; // RAVEN BEGIN // bdube: cvar for messing with foreshortening extern idCVar g_gun_pitch; extern idCVar g_gun_yaw; extern idCVar g_gun_roll; // abahr: extern idCVar g_gunViewStyle; // jscott: for playbacks extern idCVar g_showPlayback; extern idCVar g_currentPlayback; // RAVEN END extern idCVar g_viewNodalX; extern idCVar g_viewNodalZ; extern idCVar g_fov; extern idCVar g_testDeath; extern idCVar g_skipViewEffects; extern idCVar g_mpWeaponAngleScale; extern idCVar g_testParticle; extern idCVar g_testParticleName; // RAVEN BEGIN // bdube: more rigid body debug extern idCVar rb_showContacts; // RAVEN END extern idCVar g_testPostProcess; extern idCVar g_testModelRotate; extern idCVar g_testModelAnimate; extern idCVar g_testModelBlend; extern idCVar g_forceModel; extern idCVar g_forceStroggModel; extern idCVar g_forceMarineModel; // RAVEN BEGIN // bdube: test scoreboard extern idCVar g_testScoreboard; extern idCVar g_testPlayer; // RAVEN END extern idCVar g_exportMask; extern idCVar g_flushSave; extern idCVar aas_test; extern idCVar aas_showAreas; extern idCVar aas_showAreaBounds; extern idCVar aas_showPath; extern idCVar aas_showFlyPath; extern idCVar aas_showWallEdges; extern idCVar aas_showHideArea; extern idCVar aas_pullPlayer; extern idCVar aas_randomPullPlayer; extern idCVar aas_goalArea; extern idCVar aas_showPushIntoArea; // RAVEN BEGIN // rjohnson: added aas help extern idCVar aas_showProblemAreas; // cdr: added rev reach extern idCVar aas_showRevReach; // RAVEN END extern idCVar net_clientPredictGUI; extern idCVar si_voteFlags; extern idCVar g_mapCycle; // RAVEN BEGIN // shouchard: g_balanceTDM->g_balanceTeams so we can also use it for CTF extern idCVar si_autobalance; // RAVEN END // RITUAL BEGIN // squirrel: Mode-agnostic buymenus extern idCVar si_isBuyingEnabled; extern idCVar si_dropWeaponsInBuyingModes; extern idCVar si_controlTime; // RITUAL END extern idCVar si_timeLimit; extern idCVar si_fragLimit; extern idCVar si_gameType; extern idCVar si_map; extern idCVar si_mapCycle; extern idCVar si_spectators; extern idCVar si_minPlayers; // RAVEN BEGIN // shouchard: CTF extern idCVar si_captureLimit; // shouchard: Tourney extern idCVar si_tourneyLimit; // RAVEN END extern const char *si_gameTypeArgs[]; // RAVEN BEGIN // bdube: client entities extern idCVar g_gamelog; extern idCVar cl_showEntityInfo; // jnewquist: Option to force undying state extern idCVar g_forceUndying; // mcg: combat performance testing cvars extern idCVar g_perfTest_weaponNoFX; extern idCVar g_perfTest_hitscanShort; extern idCVar g_perfTest_hitscanBBox; extern idCVar g_perfTest_aiStationary; extern idCVar g_perfTest_aiNoDodge; extern idCVar g_perfTest_aiNoRagdoll; extern idCVar g_perfTest_aiNoObstacleAvoid; extern idCVar g_perfTest_aiUndying; extern idCVar g_perfTest_aiNoVisTrace; extern idCVar g_perfTest_noJointTransform; extern idCVar g_perfTest_noPlayerFocus; extern idCVar g_perfTest_noProjectiles; // RAVEN END extern idCVar g_clientProjectileCollision; extern idCVar net_clientLagOMeter; extern idCVar net_warnStale; #endif /* !__SYS_CVAR_H__ */