//----------------------------------------------------------------------------- // // $Logfile:: /EF2/Code/DLLs/game/gamecvars.cpp $ // $Revision:: 94 $ // $Date:: 9/26/03 2:36p $ // // Copyright (C) 1999 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // // DESCRIPTION: // Definitions for any cvars used by the game. // #include "_pch_cpp.h" #include "gamecvars.h" cvar_t *developer; cvar_t *skill; cvar_t *password; cvar_t *g_needpass; cvar_t *filterban; //cvar_t *flood_msgs; //cvar_t *flood_persecond; //cvar_t *flood_waitdelay; cvar_t *maxclients; cvar_t *maxentities; cvar_t *nomonsters; cvar_t *precache; cvar_t *dedicated; cvar_t *detail; cvar_t *com_blood; cvar_t *whereami; cvar_t *bosshealth; cvar_t *bossname; cvar_t *sv_maxvelocity; cvar_t *sv_rollspeed; cvar_t *sv_rollangle; cvar_t *sv_cheats; cvar_t *sv_showbboxes; cvar_t *sv_showcameras; cvar_t *sv_showentnums; cvar_t *sv_showactnums; cvar_t *sv_showsplines; cvar_t *sv_waterfriction; cvar_t *sv_traceinfo; cvar_t *sv_drawtrace; cvar_t *sv_fps; cvar_t *sv_cinematic; //cvar_t *sv_maplist; cvar_t *sv_nextmap; cvar_t *sv_showdamagecolors; cvar_t *sv_showdamageshake; cvar_t *sv_currentGravity; // New server cvars cvar_t *sv_maxspeed; cvar_t *sv_stopspeed; cvar_t *sv_friction; cvar_t *sv_gravity; cvar_t *sv_waterspeed; cvar_t *sv_wateraccelerate; cvar_t *sv_groundtracelength; cvar_t *sv_jumpvelocity; cvar_t *sv_crouchjumpvelocity; cvar_t *sv_edgefriction; cvar_t *sv_airmaxspeed; cvar_t *sv_airaccelerate; cvar_t *sv_crouchspeed; cvar_t *sv_noclipspeed; cvar_t *sv_accelerate; cvar_t *sv_defaultviewheight; cvar_t *sv_instantjump; cvar_t *sv_cancrouch; cvar_t *sv_useanimmovespeed; cvar_t *sv_defaultFov; cvar_t *sv_strafeJumpingAllowed; cvar_t *csys_posx; cvar_t *csys_posy; cvar_t *csys_posz; cvar_t *csys_x; cvar_t *csys_y; cvar_t *csys_z; cvar_t *csys_draw; cvar_t *g_showmem; cvar_t *g_timeents; cvar_t *g_showaxis; cvar_t *g_showgravpath; cvar_t *g_showplayerstate; cvar_t *g_showplayeranim; cvar_t *g_showplayerweapon; cvar_t *g_legswingspeed; cvar_t *g_intermissiontime; cvar_t *g_endintermission; cvar_t *g_legclampangle; cvar_t *g_legclamptolerance; cvar_t *g_legtolerance; cvar_t *g_numdebuglines; cvar_t *g_playermodel; cvar_t *g_statefile; cvar_t *g_showbullettrace; cvar_t *g_showactortrace; cvar_t *g_showactorpath; cvar_t *s_debugmusic; cvar_t *g_showautoaim; cvar_t *g_debugtargets; cvar_t *g_debugdamage; cvar_t *g_logstats; cvar_t *g_gametype; cvar_t *g_rankedserver; cvar_t *g_showaccuracymod; cvar_t *g_aimviewangles; cvar_t *g_debug; cvar_t *g_armoradaptionlimit; cvar_t *g_allowActionMusic; cvar_t *g_secretCount; cvar_t *scr_maxerrors; cvar_t *scr_printfunccalls; cvar_t *scr_printeventcalls; cvar_t *ai_numactive; cvar_t *ai_showfailure; cvar_t *mp_gametype; cvar_t *mp_flags; cvar_t *mp_pointlimit; cvar_t *mp_timelimit; cvar_t *mp_itemRespawnMultiplier; cvar_t *mp_weaponRespawnMultiplier; cvar_t *mp_powerupRespawnMultiplier; cvar_t *mp_knockbackMultiplier; cvar_t *mp_damageMultiplier; cvar_t *mp_respawnInvincibilityTime; cvar_t *mp_warmUpTime; cvar_t *mp_minPlayers; cvar_t *mp_bigGunMode; cvar_t *mp_respawnTime; cvar_t *mp_intermissionTime; cvar_t *mp_bombTime; cvar_t *mp_maxVotes; cvar_t *mp_useMapList; cvar_t *mp_mapList; cvar_t *mp_currentPosInMapList; cvar_t *mp_skipWeaponReloads; cvar_t *mp_minTauntTime; cvar_t *sv_showinfo; cvar_t *sv_showinfodist; void CVAR_Init( void ) { developer = gi.cvar( "developer", "0", CVAR_CHEAT ); precache = gi.cvar( "sv_precache", "1", 0 ); dedicated = gi.cvar( "dedicated", "0", CVAR_LATCH ); skill = gi.cvar( "skill", "1", CVAR_SERVERINFO|CVAR_LATCH ); #ifdef DEDICATED maxclients = gi.cvar( "sv_maxclients", "16", CVAR_SERVERINFO | CVAR_LATCH ); sv_maxspeed = gi.cvar( "sv_maxspeed", "400", 0 ); #else maxclients = gi.cvar( "sv_maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH ); sv_maxspeed = gi.cvar( "sv_maxspeed", "350", 0 ); #endif maxentities = gi.cvar( "maxentities", "1024", CVAR_LATCH ); password = gi.cvar( "password", "", CVAR_USERINFO ); g_needpass = gi.cvar( "g_needpass", "0", CVAR_SERVERINFO ); filterban = gi.cvar( "filterban", "1", 0 ); nomonsters = gi.cvar( "nomonsters", "0", CVAR_SERVERINFO ); // flood_msgs = gi.cvar( "flood_msgs", "4", 0 ); // flood_persecond = gi.cvar( "flood_persecond", "4", 0 ); // flood_waitdelay = gi.cvar( "flood_waitdelay", "10", 0 ); detail = gi.cvar( "detail", "1", CVAR_ARCHIVE ); com_blood = gi.cvar( "com_blood", "1", CVAR_USERINFO|CVAR_SERVERINFO|CVAR_ARCHIVE ); whereami = gi.cvar( "whereami", "0", 0 ); bosshealth = gi.cvar( "bosshealth", "0", 0 ); bossname = gi.cvar( "bossname", "", 0 ); sv_rollspeed = gi.cvar( "sv_rollspeed", "200", 0 ); sv_showdamageshake = gi.cvar( "sv_showdamageshake", "1", 0 ); sv_rollangle = gi.cvar( "sv_rollangle", "2", 0 ); sv_maxvelocity = gi.cvar( "sv_maxvelocity", "2000", 0 ); sv_gravity = gi.cvar( "sv_gravity", "800", 0 ); sv_currentGravity = gi.cvar( "sv_currentGravity", "800", 0 ); sv_traceinfo = gi.cvar( "sv_traceinfo", "0", 0 ); sv_drawtrace = gi.cvar( "sv_drawtrace", "0", 0 ); sv_showbboxes = gi.cvar( "sv_showbboxes", "0", CVAR_CHEAT ); sv_showcameras = gi.cvar( "sv_showcameras", "0", 0 ); sv_showsplines = gi.cvar( "sv_showsplines", "0", 0 ); sv_showentnums = gi.cvar( "sv_showentnums", "0", CVAR_CHEAT ); sv_showactnums = gi.cvar( "sv_showactnums", "0", 0 ); sv_showdamagecolors = gi.cvar( "sv_showdamagecolors", "1", 0 ); sv_friction = gi.cvar( "sv_friction", "6", CVAR_SERVERINFO ); sv_stopspeed = gi.cvar( "sv_stopspeed", "50", CVAR_SERVERINFO ); sv_waterfriction = gi.cvar( "sv_waterfriction", "1", CVAR_SERVERINFO ); sv_waterspeed = gi.cvar( "sv_waterspeed", "300", CVAR_SERVERINFO ); sv_cheats = gi.cvar( "cheats", "0", CVAR_SERVERINFO|CVAR_LATCH ); sv_fps = gi.cvar( "sv_fps", "20", CVAR_SERVERINFO ); sv_cinematic = gi.cvar( "sv_cinematic", "0", CVAR_SERVERINFO|CVAR_ROM ); //sv_maplist = gi.cvar( "sv_maplist", "", CVAR_ARCHIVE ); sv_nextmap = gi.cvar( "nextmap", "", 0 ); sv_wateraccelerate = gi.cvar( "sv_wateraccelerate", "6", 0 ); sv_groundtracelength = gi.cvar( "sv_groundtracelength", "0.25", 0 ); sv_jumpvelocity = gi.cvar( "sv_jumpvelocity", "350", 0 ); sv_crouchjumpvelocity = gi.cvar( "sv_crouchjumpvelocity", "45", 0 ); sv_edgefriction = gi.cvar( "sv_edgefriction", "8", 0 ); sv_airmaxspeed = gi.cvar( "sv_airmaxspeed", "0", 0 ); sv_airaccelerate = gi.cvar( "sv_airaccelerate", "2", 0 ); sv_crouchspeed = gi.cvar( "sv_crouchspeed", "0", 0 ); sv_noclipspeed = gi.cvar( "sv_noclipspeed", "400", 0 ); sv_accelerate = gi.cvar( "sv_accelerate", "10", 0 ); sv_defaultviewheight = gi.cvar( "sv_defaultviewheight", "85", 0 ); sv_instantjump = gi.cvar( "sv_instantjump", "1", CVAR_ROM); sv_useanimmovespeed = gi.cvar( "sv_useanimmovespeed", "0", CVAR_ROM); sv_cancrouch = gi.cvar( "sv_cancrouch", "1", CVAR_ROM); sv_defaultFov = gi.cvar( "sv_defaultFov", "90", 0 ); sv_strafeJumpingAllowed = gi.cvar( "sv_strafeJumpingAllowed", "1", 0 ); g_showmem = gi.cvar( "g_showmem", "0", 0 ); g_timeents = gi.cvar( "g_timeents", "0", 0 ); g_showaxis = gi.cvar( "g_showaxis", "0", 0 ); g_showgravpath = gi.cvar( "g_drawgravpath", "0", 0 ); g_showplayerstate = gi.cvar( "g_showplayerstate", "0", 0 ); g_showplayeranim = gi.cvar( "g_showplayeranim", "0", 0 ); g_showplayerweapon = gi.cvar( "g_showplayerweapon", "0", 0 ); g_showbullettrace = gi.cvar( "g_showbullettrace", "0", 0 ); g_showactortrace = gi.cvar( "g_showactortrace", "0", 0 ); g_showactorpath = gi.cvar( "g_showactorpath", "0", 0 ); g_showaccuracymod = gi.cvar( "g_showaccuracymod", "0", 0 ); g_aimviewangles = gi.cvar( "g_aimviewangles", "0", 0 ); g_legswingspeed = gi.cvar( "g_legswingspeed", "200", 0 ); g_intermissiontime = gi.cvar( "g_intermissiontime", "10", 0 ); g_endintermission = gi.cvar( "g_endintermission", "0", 0 ); g_legclampangle = gi.cvar( "g_legclampangle", "90", 0 ); g_legclamptolerance = gi.cvar( "g_legclamptolerance", "50", 0 ); g_legtolerance = gi.cvar( "g_legtolerance", "40", 0 ); g_numdebuglines = gi.cvar( "g_numdebuglines", "4096", CVAR_LATCH ); g_playermodel = gi.cvar( "g_playermodel", "char/mainchar", 0 ); g_statefile = gi.cvar( "g_statefile", "char/mainchar", 0 ); g_showautoaim = gi.cvar( "g_showautoaim", "0", 0 ); g_debugtargets = gi.cvar( "g_debugtargets", "0", 0 ); g_debugdamage = gi.cvar( "g_debugdamage", "0", 0 ); g_logstats = gi.cvar( "g_logstats", "0", 0 ); g_gametype = gi.cvar( "g_gametype", "0", CVAR_SERVERINFO|CVAR_LATCH ); g_rankedserver = gi.cvar( "g_rankedserver", "0", 0 ); g_allowActionMusic = gi.cvar( "g_allowActionMusic", "1", 0 ); g_armoradaptionlimit = gi.cvar( "g_armoradaptionlimit", "300" , 0 ); g_secretCount = gi.cvar( "g_secretCount", "0" , CVAR_ARCHIVE | CVAR_ROM ); //g_secretCount = gi.cvar( "g_secretCount", "0" , CVAR_ARCHIVE ); csys_posx = gi.cvar( "csys_posx", "0", 0 ); csys_posy = gi.cvar( "csys_posy", "0", 0 ); csys_posz = gi.cvar( "csys_posz", "0", 0 ); csys_x = gi.cvar( "csys_x", "0", 0 ); csys_y = gi.cvar( "csys_y", "0", 0 ); csys_z = gi.cvar( "csys_z", "0", 0 ); csys_draw = gi.cvar( "csys_draw", "0", 0 ); s_debugmusic = gi.cvar( "s_debugmusic", "0", 0 ); g_debug = gi.cvar( "g_debug", "0", 0 ); scr_maxerrors = gi.cvar( "scr_maxerrors", "10", 0 ); scr_printfunccalls = gi.cvar( "scr_printfunccalls", "0", 0 ); scr_printeventcalls = gi.cvar( "scr_printeventcalls", "0", 0 ); ai_numactive = gi.cvar( "ai_numactive", "0", 0 ); ai_showfailure = gi.cvar( "ai_showfailure", "0", 0 ); mp_gametype = gi.cvar( "mp_gametype", "0", CVAR_SERVERINFO ); mp_flags = gi.cvar( "mp_flags", "0", CVAR_SERVERINFO ); mp_pointlimit = gi.cvar( "mp_pointlimit", "0", CVAR_SERVERINFO ); mp_timelimit = gi.cvar( "mp_timelimit", "0", CVAR_SERVERINFO ); mp_itemRespawnMultiplier = gi.cvar( "mp_itemRespawnMultiplier", "1.0", CVAR_SERVERINFO ); mp_weaponRespawnMultiplier = gi.cvar( "mp_weaponRespawnMultiplier", "1.0", CVAR_SERVERINFO ); mp_powerupRespawnMultiplier = gi.cvar( "mp_powerupRespawnMultiplier", "1.0", CVAR_SERVERINFO ); mp_knockbackMultiplier = gi.cvar( "mp_knockbackMultiplier", "1.0", CVAR_SERVERINFO ); mp_damageMultiplier = gi.cvar( "mp_damageMultiplier", "1.0", CVAR_SERVERINFO ); mp_respawnInvincibilityTime = gi.cvar( "mp_respawnInvincibilityTime", "4", CVAR_SERVERINFO ); mp_warmUpTime = gi.cvar( "mp_warmUpTime", "10", CVAR_SERVERINFO ); mp_minPlayers = gi.cvar( "mp_minPlayers", "0", CVAR_SERVERINFO ); mp_bigGunMode = gi.cvar( "mp_bigGunMode", "0", CVAR_SERVERINFO ); mp_respawnTime = gi.cvar( "mp_respawnTime", "-1", CVAR_SERVERINFO ); mp_intermissionTime = gi.cvar( "mp_intermissionTime", "30", 0 ); mp_bombTime = gi.cvar( "mp_bombTime", "30", 0 ); mp_maxVotes = gi.cvar( "mp_maxVotes", "3", 0 ); mp_skipWeaponReloads = gi.cvar( "mp_skipWeaponReloads", "0", 0 ); mp_minTauntTime = gi.cvar( "mp_minTauntTime", "4", CVAR_ARCHIVE ); mp_useMapList = gi.cvar( "mp_useMapList", "0", 0 ); mp_mapList = gi.cvar( "mp_mapList", "", CVAR_ARCHIVE ); mp_currentPosInMapList = gi.cvar( "mp_currentPosInMapList", "0", 0 ); sv_showinfo = gi.cvar( "sv_showinfo", "0", 0 ); sv_showinfodist = gi.cvar( "sv_showinfodist", "256", 0 ); }