quake4-sdk/source/game/gamesys/SysCvar.h

426 lines
11 KiB
C

#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__ */