#include "../../idlib/precompiled.h" #pragma hdrstop #include "../Game_local.h" #include "../../sys/AutoVersion.h" #if defined( _DEBUG ) #define BUILD_DEBUG "-debug" #else #define BUILD_DEBUG "-release" #endif /* All game cvars should be defined here. */ // RAVEN BEGIN // ddynerman: our gameplay modes // RITUAL BEGIN // squirrel: added DeadZone multiplayer mode const char *si_gameTypeArgs[] = { "singleplayer", "DM", "Tourney", "Team DM", "CTF", "Arena CTF", "DeadZone", NULL }; const int si_numGameTypeArgs = sizeof( si_gameTypeArgs ) / sizeof( si_gameTypeArgs[0] ); // RITUAL END // RAVEN END const char *si_readyArgs[] = { "Not Ready", "Ready", NULL }; const char *si_spectateArgs[] = { "Play", "Spectate", NULL }; // RAVEN BEGIN // ddynerman: our teams const char *ui_teamArgs[] = { "Marine", "Strogg", NULL }; // RAVEN END struct gameVersion_s { gameVersion_s( void ) { sprintf( string, "%s %s V%s %s %s", GAME_NAME, GAME_BUILD_TYPE, VERSION_STRING_DOTTED, BUILD_STRING, __DATE__ ); } char string[256]; } gameVersion; idCVar g_version( "g_version", gameVersion.string, CVAR_GAME | CVAR_ROM, "game version" ); // noset vars idCVar gamedate( "gamedate", __DATE__, CVAR_GAME | CVAR_ROM, "" ); // server info idCVar si_name( "si_name", "Quake 4 Server", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_CASE_SENSITIVE | CVAR_SPECIAL_CONCAT, "name of the server" ); // RITUAL BEGIN // squirrel: added DeadZone multiplayer mode //idCVar sq_numRoundsPerMatch( "dz_numRoundsPerMatch", "5", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "number of rounds per match in DeadZone", 1, 999999 ); //idCVar sq_buyFreezeSeconds( "dz_buyFreezeSeconds", "3", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "number of seconds players are frozen at the start of each round in DeadZone", 0, 30 ); //idCVar sq_buyTimeSeconds( "dz_buyTimeSeconds", "20", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "number of additional seconds after buy freeze that buy zones are active", 0, 999999 ); // squirrel: Mode-agnostic buymenus idCVar si_isBuyingEnabled( "si_isBuyingEnabled", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable buying in current mode" ); idCVar si_dropWeaponsInBuyingModes( "si_dropWeaponsInBuyingModes", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "dead players drop weapons, even in Buying game modes" ); // RITUAL END // RAVEN BEGIN // ddynerman: new gametype strings idCVar si_gameType( "si_gameType", si_gameTypeArgs[ 0 ], CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE, "game type - singleplayer, DM, Tourney, Team DM, CTF, Arena CTF, or DeadZone", si_gameTypeArgs, idCmdSystem::ArgCompletion_String ); idCVar si_map( "si_map", "mp/q4dm1", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE, "map to be played next on server", idCmdSystem::ArgCompletion_MapName ); idCVar si_mapCycle( "si_mapCycle", "", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE, "map cycle list semicolon delimited" ); // bdube: raise player limit idCVar si_maxPlayers( "si_maxPlayers", "12", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "max number of players allowed on the server", 1, 16 ); // ddynerman: min players to start idCVar si_minPlayers( "si_minPlayers", "1", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "min number of players to start a game (only when warmup is enabled)", 1, 16 ); // ddynerman: CTF idCVar si_captureLimit( "si_captureLimit", "5", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "score limit for CTF", 1, MP_PLAYER_MAXFRAGS ); // shouchard: for tourney idCVar si_tourneyLimit( "si_tourneyLimit", "3", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "number of times a tourney will be run before cycling maps", 1, MP_PLAYER_MAXFRAGS ); idCVar si_useReady( "si_useReady", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "require players to ready before starting a match" ); idCVar si_allowVoting( "si_allowVoting", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable or disable server option voting" ); // ddynerman: disable hitscan tint idCVar si_allowHitscanTint( "si_allowHitscanTint", "2", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "use hitscan tint (e.g. rail color) 0 - no tinting allowed, 1 - player hitscan tinting allowed in DM and NO hitscan tinting in team games, 2 - player hitscan tinting allowed in DM and use team-color hitscan tints in team games" ); idCVar si_privatePlayers( "si_privatePlayers", "0", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "number of private player slots reserved on the server. subtracts from si_maxPlayers, so a server with si_maxPlayers 16 and 4 private player slots will only allow 12 public players to connect - see g_privatePassword, privatePassword", 0, 16 ); idCVar g_privatePassword( "g_privatePassword", "", CVAR_GAME | PC_CVAR_ARCHIVE, "server-side password to access reserved client slots, clients set privatePassword" ); idCVar privatePassword( "privatePassword", "", CVAR_GAME | CVAR_NOCHEAT, "client password used to access a servers private player slots" ); idCVar si_numPrivatePlayers( "si_numPrivatePlayers", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "number of private slots currently in use" ); idCVar si_suddenDeathRestart( "si_suddenDeathRestart", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "toggles whether or not to respawn players/items when team games enter sudden death" ); // RAVEN END idCVar si_fragLimit( "si_fragLimit", "10", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "frag limit", 0, MP_PLAYER_MAXFRAGS ); idCVar si_timeLimit( "si_timeLimit", "10", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_INTEGER, "time limit in minutes", 0, 60 ); idCVar si_teamDamage( "si_teamDamage", "0", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_BOOL, "enable team damage" ); idCVar si_warmup( "si_warmup", "1", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_BOOL, "do pre-game warmup" ); idCVar si_usePass( "si_usePass", "0", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_BOOL, "enable client password checking" ); #ifdef _MPBETA idCVar si_pure( "si_pure", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL | CVAR_ROM, "server is pure and does not allow modified data" ); #else idCVar si_pure( "si_pure", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL, "server is pure and does not allow modified data" ); #endif // _MPBETA idCVar si_spectators( "si_spectators", "1", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_BOOL, "allow spectators or require all clients to play" ); idCVar si_shuffle( "si_shuffle", "0", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE | CVAR_BOOL, "shuffle teams after each round" ); // shouchard: g_balanceTDM->si_autobalance so we can also use it for CTF // asalmon: Changed to archive only on PC idCVar si_autobalance( "si_autobalance", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL | PC_CVAR_ARCHIVE, "maintain even teams" ); // RAVEN BEGIN // jscott: added entity filtering idCVar si_entityFilter( "si_entityFilter", "", CVAR_GAME | CVAR_SERVERINFO, "filter to use when spawning entities" ); idCVar si_countDown( "si_countDown", "10", CVAR_GAME | CVAR_SERVERINFO | CVAR_INTEGER, "pregame countdown in seconds", 4, 3600 ); // MCG: added "weapon stay" option idCVar si_weaponStay( "si_weaponStay", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL, "cannot pick up weapons you already have (get no ammo from them)" ); // RAVEN END // RITUAL BEGIN // DeadZone Mode and Buying related CVARS idCVar si_deadZonePowerupTime( "si_deadZonePowerupTime", "45", CVAR_GAME | CVAR_SERVERINFO | CVAR_INTEGER, "Amount of time the dead zone powerup lasts" ); idCVar si_buyModeStartingCredits( "si_buyModeStartingCredits", "1000", CVAR_GAME | CVAR_SERVERINFO | CVAR_INTEGER, "Amount of credits players start with in buying enable games" ); idCVar si_buyModeMaxCredits( "si_buyModeMaxCredits", "25000", CVAR_GAME | CVAR_SERVERINFO | CVAR_INTEGER, "Maximum amount of credits in buying enable games" ); idCVar si_buyModeMinCredits( "si_buyModeMinCredits", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_INTEGER, "Minimum amount of credits in buying enable games" ); idCVar si_controlTime( "si_controlTime", "120", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "Time required to hold the dead zone", 1, 999 ); // RITUAL END idCVar si_fps( "si_fps", "60", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "Server framerate/game tick rate", 30, 90 ); idCVar ri_useViewerPass( "ri_useViewerPass", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "use g_viewerPassword for viewers/repeaters" ); idCVar g_viewerPassword( "g_viewerPassword", "", CVAR_GAME | CVAR_ARCHIVE, "password for viewers/repeaters" ); idCVar ri_privateViewers( "ri_privateViewers", "0", CVAR_GAME | CVAR_REPEATERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "number of private viewer slots" ); idCVar g_privateViewerPassword( "g_privateViewerPassword", "", CVAR_GAME | CVAR_ARCHIVE, "privatePassword for private viewer slots" ); idCVar g_repeaterPassword( "g_repeaterPassword", "", CVAR_GAME | CVAR_ARCHIVE, "privatePassword for repeaters" ); idCVar ri_numViewers( "ri_numViewers", "0", CVAR_GAME | CVAR_REPEATERINFO | CVAR_INTEGER | CVAR_ROM, "number of viewer slots in use" ); idCVar ri_numPrivateViewers( "ri_numPrivateViewers", "0", CVAR_GAME | CVAR_REPEATERINFO | CVAR_INTEGER | CVAR_ROM, "number of private viewer slots in use" ); idCVar ri_name( "ri_name", "", CVAR_GAME | CVAR_ARCHIVE, "override the server's si_name with this for relays" ); idCVar g_noTVChat( "g_noTVChat", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Server enable/disable flag for viewer chat on Q4TV" ); // user info idCVar ui_name( "ui_name", "Player", CVAR_GAME | CVAR_USERINFO | PC_CVAR_ARCHIVE | CVAR_CASE_SENSITIVE | CVAR_SPECIAL_CONCAT, "player name" ); idCVar ui_team( "ui_team", ui_teamArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player team", ui_teamArgs, idCmdSystem::ArgCompletion_String ); // RAVEN BEGIN // ddynerman: new UI cvars idCVar ui_model( "ui_model", "", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player model, blank uses default model" ); idCVar ui_model_backup( "ui_model_backup", "", CVAR_GAME | CVAR_USERINFO, "player model backup" ); idCVar ui_model_marine( "ui_model_marine", "", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player model used on marine team in team games, blank uses default model" ); idCVar ui_model_strogg( "ui_model_strogg", "", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player model used on strogg team in team games, blank uses default model" ); idCVar ui_clan( "ui_clan", "", CVAR_GAME | CVAR_USERINFO | PC_CVAR_ARCHIVE | CVAR_CASE_SENSITIVE | CVAR_SPECIAL_CONCAT, "player clan" ); idCVar ui_hitscanTint( "ui_hitscanTint", "120.0 0.6 1.0", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "a tint applied to select hitscan effects. Specified as a value in HSV color space. Hue [0.0-360.0] Saturation [0.0-1.0] Value [0.75-1.0]" ); // RAVEN END 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" ); idCVar ui_handicap( "ui_handicap", "100", CVAR_GAME | CVAR_USERINFO | CVAR_INTEGER | CVAR_ARCHIVE, "player damage output handicap" ); idCVar hud_showSpeed( "hud_showSpeed", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Show player's movement speed, measured in Units Per Second." ); idCVar hud_showInput( "hud_showInput", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "When set to 1, shows the players movement controls on the HUD"); idCVar hud_inputPosition( "hud_inputPosition", "580 90", CVAR_GAME | CVAR_ARCHIVE, "Input display position (x y)"); idCVar hud_inputColor( "hud_inputColor", "1 0 0", CVAR_GAME | CVAR_ARCHIVE, "Input display color (r g b, range 0 to 1)"); // change anytime vars idCVar developer( "developer", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_forceModel( "g_forceModel", "", CVAR_GAME | CVAR_ARCHIVE, "Locally forces all players to this model in non-team gameplay modes. See g_forceStroggModel, g_forceMarineModel. listModels to list available models", idCmdSystem::ArgCompletion_ForceModel ); idCVar g_forceStroggModel( "g_forceStroggModel", "", CVAR_GAME | CVAR_ARCHIVE, "Locally forces Strogg team players to this model in team gameplay modes. See g_forceModel. listModels to list available models", idCmdSystem::ArgCompletion_ForceModelStrogg ); idCVar g_forceMarineModel( "g_forceMarineModel", "", CVAR_GAME | CVAR_ARCHIVE, "Locally forces Marine team players to this model in team gameplay modes. See g_forceModel. listModels to list available models", idCmdSystem::ArgCompletion_ForceModelMarine ); // RAVEN BEGIN // jnewquist: vertical stretch for letterboxed cinematics authored for 4:3 aspect idCVar g_fixedHorizFOV( "r_fixedHorizFOV", "0", CVAR_RENDERER | CVAR_BOOL, "vertical stretch for letterboxed cinematics authored for 4:3 aspect" ); 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_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 | PC_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, "difficulty level", 0, MAX_SKILL_LEVELS - 1 ); 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, "singleplayer gravity" ); idCVar g_mp_gravity( "g_mp_gravity", DEFAULT_MP_GRAVITY_STRING, CVAR_GAME | CVAR_FLOAT, "multiplayer gravity" ); idCVar g_skipFX( "g_skipFX", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_skipParticles( "g_skipParticles", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_nailTrail( "g_nailTrail", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show smoke trails on nail projectiles" ); idCVar g_grenadeTrail( "g_grenadeTrail", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show smoke trails on grenade projectiles" ); idCVar g_rocketTrail( "g_rocketTrail", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show smoke trails on rocket projectiles" ); idCVar g_railTrail( "g_railTrail", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show spiral fx on rail trail" ); idCVar g_napalmTrail( "g_napalmTrail", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show fiery trails on napalm projectiles" ); idCVar g_predictedProjectiles( "g_predictedProjectiles", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "predict projectiles on the client" ); 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, "set to the name of the state you want to debug or * for all" ); // RAVEN BEGIN // bdube: added idCVar g_debugState( "g_debugState", "0", CVAR_GAME, "" ); 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" ); // RAVEN END idCVar g_armorProtection( "g_armorProtection", "0.66667", CVAR_GAME | CVAR_FLOAT | PC_CVAR_ARCHIVE, "armor takes this percentage of damage" ); idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.66667", CVAR_GAME | CVAR_FLOAT | PC_CVAR_ARCHIVE, "armor takes this percentage of damage in mp" ); idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_BOOL | PC_CVAR_ARCHIVE, "scale damage and armor dynamically to keep the player alive more often" ); idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | PC_CVAR_ARCHIVE, "how often to take health in nightmare mode" ); idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | PC_CVAR_ARCHIVE, "how much health to take in nightmare mode" ); idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | PC_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 thier targets. hidden entities are drawn grey." ); idCVar g_showTriggers( "g_showTriggers", "0", CVAR_GAME | CVAR_BOOL, "draws trigger entities (orange) and thier 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_INTEGER, "0 = off, 1 = draw collision models, 2 = only draw player collision models. g_maxShowDistance controls distance." ); // RAVEN BEGIN // rjohnson: added debug line drawing for traces idCVar g_showCollisionTraces( "g_showCollisionTraces", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 ); // ddynerman: SD's clip sector code idCVar g_showClipSectors( "g_showClipSectors", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showClipSectorFilter( "g_showClipSectorFilter", "0", CVAR_GAME, "" ); idCVar g_showAreaClipSectors( "g_showAreaClipSectors", "0", CVAR_GAME | CVAR_FLOAT, "" ); // RAVEN END idCVar g_maxShowDistance( "g_maxShowDistance", "128", CVAR_GAME | CVAR_FLOAT, "Distance at which to draw clipmodels and clipworld - Will significantly hurt performance at values above 512" ); 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 | PC_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" ); // RAVEN BEGIN // bdube: frame command debugging idCVar g_showFrameCmds( "g_showFrameCmds", "0", CVAR_GAME | CVAR_BOOL, "displays frame commands as they are executed" ); idCVar g_showGodDamage( "g_showGodDamage", "0", CVAR_GAME | CVAR_BOOL, "displays the amount of damage taken while in god mode on the hud" ); idCVar g_debugVehicle( "g_debugVehicle", "0", CVAR_GAME | CVAR_INTEGER, "" ); // RAVEN END // RAVEN BEGIN // twhitaker: for rvVehicleDriver idCVar g_debugVehicleDriver( "g_debugVehicleDriver", "0", CVAR_GAME | CVAR_INTEGER, "enables debug features for the func_vehicle_driver" ); idCVar g_debugVehicleAI( "g_debugVehicleAI", "0", CVAR_GAME | CVAR_INTEGER, "enables debug features for the vehicle ai system" ); idCVar g_vehicleMode( "g_vehicleMode", "1", CVAR_GAME | CVAR_INTEGER, "enables the new vehicle control system for the GEV." ); // RAVEN END idCVar g_allowVehicleGunOverheat( "g_allowVehicleGunOverheat","1", CVAR_GAME | CVAR_BOOL, "allows disabling the gun overheating mechanism for vehicles that use it." ); 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_debugTactical( "ai_debugTactical", "0", CVAR_GAME, "draws tactical information for monsters" ); idCVar ai_debugHelpers( "ai_debugHelpers", "0", CVAR_GAME, "draws ai helpers" ); idCVar ai_debugFilterString( "ai_debugFilterString", "", CVAR_GAME, "see ai_debugFilter" ); 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 ai_debugSquad( "ai_debugSquad", "0", CVAR_GAME | CVAR_BOOL, "draws squad info for allies" ); idCVar ai_debugStealth( "ai_debugStealth", "0", CVAR_GAME | CVAR_INTEGER, "draws suspicion info for enemies" ); idCVar ai_allowTacticalRush( "ai_allowTacticalRush", "1", CVAR_GAME | CVAR_BOOL, "allows tactical ai to rush an enemy when hurt" ); // RAVEN BEGIN // nmckenzie: added speeds and freeze idCVar ai_speeds( "ai_speeds", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar ai_freeze( "ai_freeze", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar ai_animShow( "ai_animShow", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar ai_showCover( "ai_showCover", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar ai_showTacticalFeatures( "ai_showTacticalFeatures", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar ai_disableEntTactical( "ai_disableEntTactical", "0", CVAR_GAME | CVAR_BOOL, "disables tactical points around entities" ); idCVar ai_disableAttacks( "ai_disableAttacks", "0", CVAR_GAME | CVAR_BOOL, "disables attack decisions" ); idCVar ai_disableSimpleThink( "ai_disableSimpleThink", "0", CVAR_GAME | CVAR_BOOL, "disables simple thinking in AI entities" ); idCVar ai_disableCover( "ai_disableCover", "0", CVAR_GAME | CVAR_BOOL, "disables AI using cover points" ); //cdr: use new master move functions idCVar ai_useRVMasterMove( "ai_useRVMasterMove", "0", CVAR_GAME | CVAR_BOOL, "changes AI to use new master move function" ); //jshepard: allow out of date AAS files to be used, for testing idCVar ai_allowOldAAS( "ai_allowOldAAS", "0", CVAR_GAME | CVAR_BOOL, "allows AI to use most recent AAS file, even if it is not up-to-date. Enable only for testing."); // twhitaker: debugging support for eye focus idCVar ai_debugEyeFocus( "ai_debugEyeFocus", "0", CVAR_GAME | CVAR_BOOL, "draws eye focus info" ); //mcg: always allow player to push buddies, unless scripted idCVar ai_playerPushAlways( "ai_playerPushAlways", "1", CVAR_GAME | CVAR_BOOL, "always allow player to push buddies, unless scripted" ); // RAVEN END 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" // RAVEN BEGIN // bdube: extended "7 = entity models\n" "8 = effects", 0, 8, idCmdSystem::ArgCompletion_Integer<0,8> ); // rhummer: Added archive flag. idCVar g_editEntityDistance( "g_editEntityDistance", "512", CVAR_GAME | CVAR_ARCHIVE, "range to display entities to edit" ); // rhummer: Allow to customize the distance the text is drawn for edit entities, Zack request. Also added archive flag. idCVar g_editEntityTextDistance( "g_editEntityTextDistance", "256", CVAR_GAME | CVAR_ARCHIVE, "range to display entities to edit text information"); idCVar g_testCTF( "g_testCTF", "0", CVAR_GAME | CVAR_CHEAT | CVAR_BOOL, "" ); // rjohnson: entity usage stats idCVar g_keepEntityStats( "g_keepEntityStats", "0", CVAR_GAME | CVAR_CHEAT |CVAR_BOOL, "keep track of entity usage stats" ); // RAVEN END 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 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" ); // RAVEN BEGIN // bdube: more rigid body debug idCVar rb_showContacts( "rb_showContacts", "0", CVAR_GAME | CVAR_BOOL, "show rigid body contacts" ); // RAVEN END // The default values for player movement cvars are set in def/player.def idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "approximate hieght the player can jump" ); idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "maximum height the player can step up without jumping" ); idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "speed the player can move while crouched" ); // RAVEN BEGIN idCVar pm_speed( "pm_speed", "160", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "speed the player can move while running" ); idCVar pm_walkspeed( "pm_walkspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "speed the player can move while walking" ); // RAVEN END idCVar pm_noclipspeed( "pm_noclipspeed", "270", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "speed the player can move while in noclip" ); idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "speed the player can move while spectating" ); idCVar pm_spectatebbox( "pm_spectatebbox", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "size of the spectator bounding box" ); idCVar pm_usecylinder( "pm_usecylinder", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER | CVAR_NORESET | CVAR_ARCHIVE, "use a cylinder approximation instead of a bounding box for player collision detection (>= 3 - custom number of sides)" ); idCVar pm_minviewpitch( "pm_minviewpitch", "-89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "amount player's view can look up (negative values are up)" ); idCVar pm_maxviewpitch( "pm_maxviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "amount player's view can look down" ); idCVar pm_stamina( "pm_stamina", "24", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "length of time player can run" ); idCVar pm_staminathreshold( "pm_staminathreshold", "45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "when stamina drops below this value, player gradually slows to a walk" ); idCVar pm_staminarate( "pm_staminarate", "0.75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge." ); // ddynerman: adjusted bboxes to actual height idCVar pm_normalheight( "pm_normalheight", "77", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "height of player's bounding box while standing" ); idCVar pm_crouchheight( "pm_crouchheight", "49", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "height of player's bounding box while crouched" ); idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "height of player's view while crouched" ); idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "height of player's view while standing" ); idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "height of player's bounding box while dead" ); idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "height of player's view while dead" ); idCVar pm_crouchrate( "pm_crouchrate", "0.87", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NORESET, "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 | CVAR_NORESET, "x/y size of player's bounding box" ); idCVar pm_crouchbob( "pm_crouchbob", "0.5", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "bob much faster when crouched" ); idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "bob slowly when walking" ); idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "bob faster when running" ); idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "" ); idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "" ); idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "" ); idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT | CVAR_NORESET, "" ); idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_NOCHEAT, "" ); idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_FLOAT | CVAR_NORESET, "camera distance from player in 3rd person" ); idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_FLOAT | CVAR_NORESET, "height of camera from normal view height in 3rd person" ); idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_FLOAT | CVAR_NORESET, "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_BOOL, "clip third person view into world space" ); idCVar pm_thirdPerson( "pm_thirdPerson", "0", CVAR_GAME | CVAR_BOOL, "enables third person view" ); idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | 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" ); // RAVEN BEGIN // asalmon: parameters for aim assistance on Xenon - or a non-final pc build so Caryn can edit the guis #if defined( _XBOX ) || !defined( _FINAL ) idCVar pm_AimAssist( "pm_AimAssist", "2", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE , "Enable Xbox aim assistance. 1 to use change player view method. 2 to use change muzzle aim method.\n"); idCVar pm_AimAssistDistance( "pm_AimAssistDistance", "1000", CVAR_GAME | CVAR_INTEGER, "The max aim assist distance.\n"); idCVar pm_AimAssistThreshold( "pm_AimAssistThreshold", "1.0", CVAR_GAME | CVAR_FLOAT, "Threshold by which the projectile is aimed at the offending target.\n"); idCVar pm_AimAssistFOV( "pm_AimAssistFOV", "10", CVAR_GAME | CVAR_INTEGER, "The field of view for aim assistance.\n"); idCVar pm_AimAssistBump( "pm_AimAssistBump", "10", CVAR_GAME | CVAR_INTEGER, "The percentage of correction applied either to the view or the muzzle aim.\n"); idCVar pm_showAimAssist( "pm_showAimAssist", "0", CVAR_GAME | CVAR_BOOL, "Draw aim assist frustum and bounding boxes.\n"); idCVar pm_AimAssistSlow( "pm_AimAssistSlow", "50", CVAR_GAME | CVAR_INTEGER, "The percentage to slow the turning motion by when targeting an enemy.\n"); //asalmon: xenon controller config cvars idCVar pm_ThumbstickConfig( "pm_ThumbstickConfig", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_GUI, "Change the thumbstick config on Xenon. 0 right handed, 1 left handed.\n"); idCVar pm_ButtonConfig( "pm_ButtonConfig", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_GUI, "Change the button configuration for Xenon.\n"); idCVar pm_Inversion( "pm_Inversion", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_GUI, "invert look up and down\n"); idCVar pm_VLookSens( "pm_VLookSens", "1.0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Xenon sensitivity\n"); idCVar pm_HLookSens( "pm_HLookSens", "1.0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Xenon sensitivity\n"); idCVar pm_VMoveSens( "pm_VMoveSens", "1.0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Xenon sensitivity\n"); idCVar pm_HMoveSens( "pm_HMoveSens", "1.0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Xenon sensitivity\n"); idCVar pm_voiceEnabled( "pm_voiceEnabled", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL | CVAR_GUI, "Enable/disable voice.\n"); //asalmon: Xenon leaderboard cvars idCVar ui_LeaderboardView( "ui_LeaderboardView", "17", CVAR_INTEGER | CVAR_NOCHEAT, "Which leaderboard to show.\n"); idCVar ui_LeaderboardSort( "ui_LeaderboardSort", "1", CVAR_INTEGER | CVAR_NOCHEAT, "How to sort the leaderboard. 0 for rating, 1 for ranking, 2 for friends, 3 find logged in player.\n"); //nrausch idCVar pm_RocketJumpAutocenter( "pm_RocketJumpAutocenter", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Automatic autocentering following a rocket jump\n"); idCVar pm_IAmACheater( "pm_IAmACheater", "0", CVAR_GAME | CVAR_BOOL, "Whomever is playing is a dirty, rotten cheater\n"); idCVar g_systemLinkMatch( "g_systemLinkMatch", "0", CVAR_INTEGER, "In a system link game\n"); //asalmon: cvars for Live teams. Teams will now be a post launch feature but this was left here in case it is of use on future projects //idCVar ui_LiveClanName( "ui_LiveClanName", "My Clan", CVAR_GAME | CVAR_USERINFO, "The name of the live clan being created\n"); //idCVar ui_LiveClanDesc( "ui_LiveClanDesc", "A Quake 4 clan", CVAR_GAME | CVAR_USERINFO, "The description of the live clan being created\n"); //idCVar ui_LiveClanMotto( "ui_LiveClanMotto", "We love Quake 4", CVAR_GAME | CVAR_USERINFO, "The motto of the live clan being created\n"); //idCVar ui_LiveClanUrl( "ui_LiveClanUrl", "www.ravensoft.com", CVAR_GAME | CVAR_USERINFO, "The url of the live clan being created\n"); // //idCVar ui_LiveRecruitName( "ui_LiveRecruitName", "Recruit Name Here", CVAR_GAME | CVAR_USERINFO, "name of the gamer you are trying recruit\n"); //idCVar ui_LiveRecruitPDelete( "ui_LiveRecruitPDelete", "0", CVAR_GAME | CVAR_USERINFO, "give the recruit delete permissions\n"); //idCVar ui_LiveRecruitPData( "ui_LiveRecruitPData", "0", CVAR_GAME | CVAR_USERINFO, "give the recruit modify data permissions\n"); //idCVar ui_LiveRecruitPMemberPermissions("ui_LiveRecruitPMemberPermissions", "0", CVAR_GAME | CVAR_USERINFO, "give the recruit member modify permissions\n"); //idCVar ui_LiveRecruitPMemberDelete( "ui_LiveRecruitPMemberDelete", "0", CVAR_GAME | CVAR_USERINFO, "give the recruit member delete permissions\n"); //idCVar ui_LiveRecruitPMemberRecruit( "ui_LiveRecruitPMemberRecruit", "0", CVAR_GAME | CVAR_USERINFO, "give the recruit member recruit permissions\n"); #endif idCVar pm_zoomedSlow( "pm_zoomedSlow", "100", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NOCHEAT | CVAR_NORESET, "Slow look speed while zoomed 0..100% of speed"); #ifndef _XENON idCVar pm_isZoomed( "pm_isZoomed", "0", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT | CVAR_NORESET, "if nonzero, is the slow speed"); #endif // nmckenzie: added ability to try alternate accelerations. idCVar pm_acceloverride( "pm_acceloverride", "0", CVAR_GAME | CVAR_FLOAT, "Adjust the player acceleration." ); idCVar pm_frictionoverride( "pm_frictionoverride", "-1", CVAR_GAME | CVAR_FLOAT, "Adjust the player friciton." ); idCVar pm_forcespectatormove( "pm_forcespectatormove", "0", CVAR_GAME | CVAR_FLOAT, "Force the player to move like a spectator (fly)." ); // bdube: added vehicle cvars idCVar pm_vehicleCameraSnap( "pm_vehicleCameraSnap", "1", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_vehicleCameraMinDist( "pm_vehicleCameraMinDist", "300", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_vehicleCameraSpeedScale( "pm_vehicleCameraSpeedScale", "0.5", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_vehicleCameraScaleMax( "pm_vehicleCameraScaleMax", "300", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_vehicleSoundLerpScale( "pm_vehicleSoundLerpScale", "10", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); // RAVEN END idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" ); idCVar g_skipPlayerShadowsMP( "g_skipPlayerShadowsMP", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "disables all player shadows in multiplayer" ); idCVar g_skipItemShadowsMP( "g_skipItemShadowsMP", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "disables all item shadows in multiplayer" ); idCVar g_simpleItems( "g_simpleItems", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "render icon representations of items instead of the actual model" ); idCVar g_showHud( "g_showHud", "1", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "" ); idCVar g_showProjectilePct( "g_showProjectilePct", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "enables display of player hit percentage" ); // RAVEN BEGIN // dluetscher: changed to g_brassTime idCVar g_brassTime( "g_brassTime", "1", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "amount of time brass should stay in the world before dissapearing, set to 0 to disable brass" ); // RAVEN END idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_weaponFovEffect( "g_weaponFovEffect", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "Adjusts the position of the weapon model with increased fov" ); idCVar g_viewNodalX( "g_viewNodalX", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_viewNodalZ( "g_viewNodalZ", "0", CVAR_GAME | CVAR_FLOAT, "" ); // RAVEN BEGIN // jshepard: fov as a float for smoother transitions? idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_FLOAT | PC_CVAR_ARCHIVE, "" ); // RAVEN END 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" ); // RAVEN BEGIN // bdube: crosshairs // mekberg: custom size idCVar g_crosshairSize( "g_crosshairSize", "32", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "crosshair size: 16,24,32,40,48", 16, 48 ); //idCVar g_crosshairColor( "g_crosshairColor", "0.458 0.894 0.247 .75", CVAR_GAME | CVAR_ARCHIVE, "sets the combat crosshair color" ); idCVar g_crosshairColor( "g_crosshairColor", "1 1 1 1", CVAR_GAME | CVAR_ARCHIVE, "sets the combat crosshair color" ); // cnicholson: Custom crosshair idCVar g_crosshairCustom( "g_crosshairCustom", "0", CVAR_GAME | PC_CVAR_ARCHIVE, "sets the custom combat crosshair" ); idCVar g_crosshairCustomFile( "g_crosshairCustomFile", "0", CVAR_GAME | PC_CVAR_ARCHIVE, "stores the custom crosshair's filename" ); idCVar g_crosshairCharInfoFar( "g_crosshairCharInfoFar", "1", CVAR_GAME | CVAR_BOOL, "instead of a green crosshair from far away, full character info always draws" ); // bdube: database entries idCVar g_showHudPopups( "g_showHudPopups", "1", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "displays objective and database popups on the hud" ); idCVar g_showRange( "g_showRange", "0", CVAR_GAME | CVAR_CHEAT | CVAR_BOOL, "shows the range from the player to the first collision under the players crosshair" ); // bdube: debug hud idCVar g_showDebugHud( "g_showDebugHud", "0", CVAR_GAME | CVAR_INTEGER, "displays the debug hud\n" "0 = off\n" "1 = player\n" "2 = physics\n" "3 = AI\n" "4 = vehicle\n" "5 = performance\n" "6 = effects\n" "7 = map information\n" "8 = AI performance\n" "9 = MP\n" "10 = Sound\n" "32 = scratch\n" ); // bdube: cvar for messing with foreshortening and gun position idCVar g_gun_pitch( "g_gunPitch", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gun_yaw( "g_gunYaw", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gun_roll( "g_gunRoll", "0", CVAR_GAME | CVAR_FLOAT, "" ); // abahr: idCVar g_gunViewStyle( "g_gunViewStyle", "0", CVAR_GAME | CVAR_NOCHEAT | PC_CVAR_ARCHIVE | CVAR_INTEGER, "style presets\n" "0 = Q3 style\n" "1 = Shouldered style\n"); // jscott: cvar for debugging playbacks idCVar g_showPlayback( "g_showPlayback", "0", CVAR_GAME | CVAR_INTEGER, "show g_currentPlayback" ); idCVar g_currentPlayback( "g_currentPlayback", "", CVAR_GAME, "name of playback shown by g_showPlayback" ); // jscott: unused //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" ); // RAVEN END 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\n" "5 = frame by frame with fixed origin", 0, 5, idCmdSystem::ArgCompletion_Integer<0,5> ); 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, "" ); // RAVEN BEGIN // bdube: added scoreboard testing idCVar g_testScoreboard( "g_testScoreboard", "0", CVAR_GAME | CVAR_INTEGER, "number of clients to test in the scoreboard gui" ); idCVar g_testPlayer( "g_testPlayer", "", CVAR_GAME, "test player classname" ); // RAVEN END 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_INTEGER, "" ); idCVar aas_showAreaBounds( "aas_showAreaBounds", "0", CVAR_GAME | CVAR_INTEGER, "When show areas is on, this draws the bounds of the areas, too..." ); 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, "" ); // RAVEN BEGIN // rjohnson: added aas help idCVar aas_showProblemAreas( "aas_showProblemAreas", "0", CVAR_GAME | CVAR_INTEGER, "" ); // cdr: added rev reach idCVar aas_showRevReach( "aas_showRevReach", "0", CVAR_GAME | CVAR_INTEGER, "" ); // RAVEN END idCVar g_password( "g_password", "", CVAR_GAME | PC_CVAR_ARCHIVE, "game password" ); idCVar password( "password", "", CVAR_GAME | CVAR_NOCHEAT, "client password used when connecting" ); // RAVEN BEGIN idCVar g_gameReviewPause( "g_gameReviewPause", "30", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER | PC_CVAR_ARCHIVE, "scores review time in seconds (at end game)", 2, 3600 ); // RAVEN END idCVar net_clientPredictGUI( "net_clientPredictGUI", "1", CVAR_GAME | CVAR_BOOL, "test guis in networking without prediction" ); idCVar si_voteFlags( "si_voteFlags", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_INTEGER | PC_CVAR_ARCHIVE, "vote flags. bit mask of votes not allowed on this server\n" "bit 0 (+1) restart now\n" "bit 1 (+2) min players\n" "bit 2 (+4) auto balance teams\n" "bit 3 (+8) shuffle teams\n" "bit 4 (+16) kick player\n" "bit 5 (+32) change map\n" "bit 6 (+64) change gametype\n" "bit 7 (+128) time limit\n" "bit 8 (+256) tourney limit\n" "bit 9 (+512) capture limit\n" "bit 10 (+1024) frag limit" ); idCVar g_mapCycle( "g_mapCycle", "mapcycle", CVAR_GAME | CVAR_ARCHIVE, "map cycling script for multiplayer games - see mapcycle.scriptcfg" ); // RAVEN BEGIN // bdube: client entitiy cvars idCVar g_gamelog( "g_gamelog", "0", CVAR_GAME | CVAR_BOOL, "enables game logging" ); idCVar cl_showEntityInfo( "cl_showEntityInfo", "0", CVAR_GAME | CVAR_BOOL, "" ); // ddynerman: announcer delay time idCVar g_announcerDelay( "g_announcerDelay", "1000", CVAR_SOUND | PC_CVAR_ARCHIVE, "no more than one announcer sound will be played in this many ms" ); // jnewquist: Option to force undying state idCVar g_forceUndying( "g_forceUndying", "0", CVAR_GAME | CVAR_BOOL, "forces undying state" ); // mcg: combat performance testing cvars idCVar g_perfTest_weaponNoFX( "g_perfTest_weaponNoFX", "0", CVAR_GAME | CVAR_BOOL, "no muzzle flash, brass eject, muzzle fx, tracers, impact fx, blood decals or blood splats (whew!)" ); idCVar g_perfTest_hitscanShort( "g_perfTest_hitscanShort", "0", CVAR_GAME | CVAR_BOOL, "all hitscans capped at 2048" ); idCVar g_perfTest_hitscanBBox( "g_perfTest_hitscanBBox", "0", CVAR_GAME | CVAR_BOOL, "all hitscans vs bbox, not rendermodel" ); idCVar g_perfTest_aiStationary( "g_perfTest_aiStationary", "0", CVAR_GAME | CVAR_BOOL, "ai attempts no combat movement" ); idCVar g_perfTest_aiNoDodge( "g_perfTest_aiNoDodge", "0", CVAR_GAME | CVAR_BOOL, "ai attempts no dodging" ); idCVar g_perfTest_aiNoRagdoll( "g_perfTest_aiNoRagdoll", "0", CVAR_GAME | CVAR_BOOL, "ai does not ragdoll" ); idCVar g_perfTest_aiNoObstacleAvoid( "g_perfTest_aiNoObstacleAvoid", "0", CVAR_GAME | CVAR_BOOL, "ai does not attempt obstacle avoidance" ); idCVar g_perfTest_aiUndying( "g_perfTest_aiUndying", "0", CVAR_GAME | CVAR_BOOL, "makes all AI undying" ); idCVar g_perfTest_aiNoVisTrace( "g_perfTest_aiNoVisTrace", "0", CVAR_GAME | CVAR_BOOL, "ai does no vis traces" ); idCVar g_perfTest_noJointTransform( "g_perfTest_noJointTransform", "0", CVAR_GAME | CVAR_BOOL, "all joint transforms return origin" ); idCVar g_perfTest_noPlayerFocus( "g_perfTest_noPlayerFocus", "0", CVAR_GAME | CVAR_BOOL, "doesn't do player focus traces/logic" ); idCVar g_perfTest_noProjectiles( "g_perfTest_noProjectiles", "0", CVAR_GAME | CVAR_BOOL, "all projectiles are removed instantly" ); idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: client exits and opens si_serverURL in web browser 2: client downloads pak files from an URL and connects again 3: client downloads pak files from built-in http server and connects again. See net_serverDl* cvars for configuration" ); idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection. also overrides the URL when net_serverDownload is set to 3 (built-in HTTP server)." ); idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, seperated by ; - use a * to mark all paks" ); idCVar si_serverURL( "si_serverURL", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "server information page" ); idCVar g_repeaterReliableOnly( "g_repeaterReliableOnly", "1", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "send unreliable messages reliably. 1: to repeaters 2: to repeaters and viewers" ); idCVar net_warnStale( "net_warnStale", "1", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "Warn stale entity occurences on network client - == 1: only on ClientStale call, > 1 all times" ); idCVar pm_slidevelocity( "pm_slidevelocity", "1", CVAR_GAME | CVAR_BOOL | CVAR_NETWORKSYNC, "what to do with velocity when hitting a surface at an angle. 0: use horizontal speed, 1: keep some of the impact speed to push along the slide" ); idCVar pm_powerslide( "pm_powerslide", "0.09", CVAR_GAME | CVAR_FLOAT | CVAR_NETWORKSYNC, "adjust the push when pm_slidevelocity == 1, set power < 1 -> more speed, > 1 -> closer to pm_slidevelocity 0", 0, 4 ); idCVar g_playerLean( "g_playerLean", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "scale down or disable client-side player lean" ); idCVar net_clientPredictWeaponSwitch( "net_clientPredictWeaponSwitch", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "predict weapon switches locally (most noticeable on high ping servers)" ); // RAVEN BEGIN // bdube: cvar helps static idCVarHelp help_g_showHud ( "g_showHud", "Show Player HUD", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_showGun ( "g_showGun", "Show Player Weapon", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_showTargets ( "g_showTargets", "Show Targets", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_showTriggers ( "g_showTriggers", "Show Triggers", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_showEntityInfo ( "g_showEntityInfo", "Show Entity Information", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_timeentities ( "g_timeentities", "Show Entity Times", "Off;0.5s;1.0s", "0;0.5;1.0", CVARHELP_GAME ); static idCVarHelp help_g_showActiveEntities ( "g_showActiveEntities", "Show Active Entities", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_frametime ( "g_frametime", "Show Game Frame Times", "Off;On", "0;1", CVARHELP_GAME ); static idCVarHelp help_g_showCollisionWorld ( "g_showCollisionWorld", "Show Collision World", "Off;On", "0;1", CVARHELP_PHYSICS ); static idCVarHelp help_g_showCollisionModels ( "g_showCollisionModels", "Show Collision Models", "Off;On", "0;1", CVARHELP_PHYSICS ); static idCVarHelp help_g_showCollisionTraces ( "g_showCollisionTraces", "Show Collision Traces", "Off;Info;Lines", "0;1;2", CVARHELP_PHYSICS ); static idCVarHelp help_rb_showActive ( "rb_showActive", "Show Active Rigid Bodies", "Off;On", "0;1", CVARHELP_PHYSICS ); static idCVarHelp help_rb_showTimings ( "rb_showTimings", "Show Rigid Body Timings", "Off;On", "0;1", CVARHELP_PHYSICS ); static idCVarHelp help_af_showTimings ( "af_showTimings", "Show AF Timings", "Off;On", "0;1", CVARHELP_PHYSICS ); // nmckenzie: ai cvar helps static idCVarHelp help_g_aas_showAreas( "aas_showAreas", "Show AAS areas", "Off;Single Current;Single All;Complete", "0;1;2;3", CVARHELP_AI ); static idCVarHelp help_g_aas_showProblemAreas( "aas_showProblemAreas", "Show AAS areas with Problems", "Off;Single Current;Single All;Complete", "0;1;2;3", CVARHELP_AI ); static idCVarHelp help_g_aas_showPath( "aas_showPath", "Show AAS Paths", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_aas_showFlyPath( "aas_showFlyPath", "Show AAS Flying Paths", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_aas_showWallEdges( "aas_showWallEdges", "Show AAS Wall Edges", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_aas_showHideArea( "aas_showHideArea", "Show AAS Hide Areas", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_aas_goalArea( "aas_goalArea", "Show AAS Goal Areas", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_debugMove( "ai_debugMove", "Show Movement for monsters", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_debugTrajectory( "ai_debugTrajectory", "Show Grenade tests for monsters", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_showCombatNodes( "ai_showCombatNodes", "Show attack cones for monsters", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_showPaths( "ai_showPaths", "Show all path_* entities", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_showObstacleAvoidance( "ai_showObstacleAvoidance", "Show obstacle avoidance", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_speeds( "ai_speeds", "Show performance load of AI", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_animShow( "ai_animShow", "List animations when used.", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_showTacticalFeatures( "ai_showTacticalFeatures", "Show player view tactical features.", "Off;On", "0;1", CVARHELP_AI ); static idCVarHelp help_g_ai_useRVMasterMove( "ai_useRVMasterMove", "Use new master move functions.", "Off;On", "0;1", CVARHELP_AI ); // RAVEN END