// Copyright (C) 2007 Id Software, Inc. // #include "../precompiled.h" #pragma hdrstop #if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE ) #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif #include "../../framework/BuildVersion.h" #include "../../framework/BuildDefines.h" #include "../../framework/Licensee.h" #include "../rules/GameRules.h" #if defined( _DEBUG ) #define BUILD_DEBUG "(debug)" #else #define BUILD_DEBUG "" #endif /* All game cvars should be defined here. */ struct gameVersion_t { static const int strSize = 256; gameVersion_t( void ) { idStr::snPrintf( string, strSize, "%s %d.%d.%d.%d %s %s %s %s", GAME_NAME, ENGINE_VERSION_MAJOR, ENGINE_VERSION_MINOR, ENGINE_SRC_REVISION, ENGINE_MEDIA_REVISION, BUILD_DEBUG, BUILD_STRING, __DATE__, __TIME__ ); string[ strSize - 1 ] = '\0'; } char string[strSize]; } gameVersion; idCVar g_version( "g_version", gameVersion.string, CVAR_GAME | CVAR_ROM, "game version" ); // noset vars idCVar gamename( "gamename", GAME_VERSION, CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "" ); idCVar gamedate( "gamedate", __DATE__, CVAR_GAME | CVAR_ROM, "" ); // server info idCVar si_name( "si_name", GAME_NAME " Server", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "name of the server" ); idCVar si_maxPlayers( "si_maxPlayers", "24", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "max number of players allowed on the server", 1, static_cast< float >( MAX_CLIENTS ) ); idCVar si_privateClients( "si_privateClients", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "max number of private players allowed on the server", 0, static_cast< float >( MAX_CLIENTS ) ); idCVar si_teamDamage( "si_teamDamage", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "enable team damage" ); idCVar si_needPass( "si_needPass", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "enable client password checking" ); idCVar si_pure( "si_pure", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "server is pure and does not allow modified data" ); idCVar si_spectators( "si_spectators", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "allow spectators or require all clients to play" ); idCVar si_rules( "si_rules", "sdGameRulesCampaign", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_RANKLOCKED, "ruleset for game", sdGameRules::ArgCompletion_RuleTypes ); idCVar si_timeLimit( "si_timelimit", "20", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_RANKLOCKED, "time limit (mins)" ); idCVar si_map( "si_map", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "current active map" ); idCVar si_campaign( "si_campaign", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "current active campaign" ); idCVar si_campaignInfo( "si_campaignInfo", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "current campaign map info" ); idCVar si_teamForceBalance( "si_teamForceBalance", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "Stop players from unbalancing teams" ); idCVar si_website( "si_website", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "website info" ); idCVar si_adminname( "si_adminname", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "admin name(s)" ); idCVar si_email( "si_email", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "contact email address" ); idCVar si_irc( "si_irc", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "IRC channel" ); idCVar si_motd_1( "si_motd_1", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "motd line 1" ); idCVar si_motd_2( "si_motd_2", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "motd line 2" ); idCVar si_motd_3( "si_motd_3", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "motd line 3" ); idCVar si_motd_4( "si_motd_4", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "motd line 4" ); idCVar si_adminStart( "si_adminStart", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_RANKLOCKED, "admin required to start the match" ); idCVar si_disableVoting( "si_disableVoting", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "disable/enable all voting" ); idCVar si_readyPercent( "si_readyPercent", "51", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "percentage of players that need to ready up to start a match" ); idCVar si_minPlayers( "si_minPlayers", "6", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "minimum players before a game can be started" ); idCVar si_allowLateJoin( "si_allowLateJoin", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "Enable/disable players joining a match in progress" ); idCVar si_noProficiency( "si_noProficiency", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "enable/disable XP" ); idCVar si_disableGlobalChat( "si_disableGlobalChat", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "disable global text communication" ); idCVar si_gameReviewReadyWait( "si_gameReviewReadyWait", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "wait for players to ready up before going to the next map" ); idCVar si_serverURL( "si_serverURL", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "server information page" ); idCVar* si_motd_cvars[] = { &si_motd_1, &si_motd_2, &si_motd_3, &si_motd_4, }; // user info idCVar ui_name( "ui_name", "Player", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE, "player name" ); idCVar ui_clanTag( "ui_clanTag", "", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE, "player clan tag" ); idCVar ui_clanTagPosition( "ui_clanTagPosition", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "positioning of player clan tag. 0 is before their name, 1 is after" ); idCVar ui_showGun( "ui_showGun", "1", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "show gun" ); idCVar ui_autoSwitchEmptyWeapons( "ui_autoSwitchEmptyWeapons", "1", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, will switch to the next usable weapon when the current weapon runs out of ammo" ); idCVar ui_ignoreExplosiveWeapons( "ui_ignoreExplosiveWeapons", "1", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, weapons marked as explosive will be ignored during auto-switches" ); idCVar ui_postArmFindBestWeapon( "ui_postArmFindBestWeapon", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, after arming players' best weapon will be selected" ); idCVar ui_advancedFlightControls( "ui_advancedFlightControls", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, advanced flight controls are activated" ); idCVar ui_rememberCameraMode( "ui_rememberCameraMode", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "use same camera mode as was previously used when re-entering a vehicle" ); idCVar ui_drivingCameraFreelook( "ui_drivingCameraFreelook", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, driving cameras where there is no weapon defaults to freelook" ); idCVar ui_voipReceiveGlobal( "ui_voipReceiveGlobal", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, receive voice chat sent to the global channel" ); idCVar ui_voipReceiveTeam( "ui_voipReceiveTeam", "1", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, receive voice chat sent to the team channel" ); idCVar ui_voipReceiveFireTeam( "ui_voipReceiveFireTeam", "1", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, receive voice chat sent to the fireteam channel" ); idCVar ui_showComplaints( "ui_showComplaints", "1", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, receive complaints popups for team kills" ); idCVar ui_swapFlightYawAndRoll( "ui_swapFlightYawAndRoll", "0", CVAR_GAME | CVAR_PROFILE | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "if true, swaps the yaw & roll controls for flying vehicles - mouse becomes yaw and keys become roll" ); // change anytime vars idCVar g_decals( "g_decals", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_BOOL, "show decals such as bullet holes" ); idCVar g_knockback( "g_knockback", "1", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gravity( "g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME | CVAR_FLOAT, "" ); 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_debugAnimStance( "g_debugAnimStance", "-1", CVAR_GAME | CVAR_INTEGER, "displays information on which stances are set on the specified entity number. set to -1 to disable." ); idCVar g_debugDamage( "g_debugDamage", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugWeapon( "g_debugWeapon", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugWeaponSpread( "g_debugWeaponSpread", "0", CVAR_GAME | CVAR_BOOL, "displays the current spread value for the weapon" ); idCVar g_debugScript( "g_debugScript", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugCinematic( "g_debugCinematic", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugPlayerList( "g_debugPlayerList", "0", CVAR_GAME | CVAR_INTEGER, "fills UI lists with fake players" ); idCVar g_showPVS( "g_showPVS", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 ); idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and their targets. hidden entities are drawn grey." ); idCVar g_showTriggers( "g_showTriggers", "0", CVAR_GAME | CVAR_BOOL, "draws trigger entities (orange) and their targets (green). disabled triggers are drawn grey." ); idCVar g_showCollisionWorld( "g_showCollisionWorld", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar g_showVehiclePathNodes( "g_showVehiclePathNodes", "0", CVAR_GAME | CVAR_INTEGER, "" ); idCVar g_showCollisionModels( "g_showCollisionModels", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showRenderModelBounds( "g_showRenderModelBounds", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_collisionModelMask( "g_collisionModelMask", "-1", CVAR_GAME | CVAR_INTEGER, "" ); idCVar g_showCollisionTraces( "g_showCollisionTraces", "0", CVAR_GAME | CVAR_BOOL, "" ); 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, "" ); idCVar g_maxShowDistance( "g_maxShowDistance", "128", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_showEntityInfo( "g_showEntityInfo", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME, "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. " ); idCVar g_debugMask( "g_debugMask", "", CVAR_GAME, "debugs a deployment mask" ); idCVar g_debugLocations( "g_debugLocations", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_showActiveDeployZones( "g_showActiveDeployZones", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_disableVehicleSpawns( "g_disableVehicleSpawns", "0", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT | CVAR_RANKLOCKED, "disables vehicles spawning from construction pads" ); 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" ); //idCVar g_timetypeentities( "g_timeTypeEntities", "", CVAR_GAME, "" ); idCVar ai_debugScript( "ai_debugScript", "-1", CVAR_GAME | CVAR_INTEGER, "displays script calls for the specified monster entity number" ); idCVar ai_debugAnimState( "ai_debugAnimState", "-1", CVAR_GAME | CVAR_INTEGER, "displays animState changes 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 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_editEntityMode( "g_editEntityMode", "0", CVAR_GAME | CVAR_INTEGER, "0 = off\n" "1 = lights\n" "2 = sounds\n" "3 = articulated figures\n" "4 = particle systems\n" "5 = monsters\n" "6 = entity names\n" "7 = entity models", 0, 7, idCmdSystem::ArgCompletion_Integer<0,7> ); idCVar g_dragEntity( "g_dragEntity", "0", CVAR_GAME | CVAR_BOOL, "allows dragging physics objects around by placing the crosshair over them and holding the fire button" ); idCVar g_dragDamping( "g_dragDamping", "0.5", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_dragMaxforce( "g_dragMaxforce", "5000000", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_dragShowSelection( "g_dragShowSelection", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_vehicleVelocity( "g_vehicleVelocity", "1000", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleForce( "g_vehicleForce", "50000", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionUp( "g_vehicleSuspensionUp", "32", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionDown( "g_vehicleSuspensionDown", "20", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionKCompress("g_vehicleSuspensionKCompress","200", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleSuspensionDamping( "g_vehicleSuspensionDamping","400", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_vehicleTireFriction( "g_vehicleTireFriction", "0.8", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_commandMapZoomStep( "g_commandMapZoomStep", "0.125", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "percent to increase/decrease command map zoom by" ); idCVar g_commandMapZoom( "g_commandMapZoom", "0.25", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "command map zoom level", 0.125f, 0.75f ); idCVar g_showPlayerSpeed( "g_showPlayerSpeed", "0", CVAR_GAME | CVAR_BOOL, "displays player movement speed" ); idCVar m_helicopterPitch( "m_helicopterPitch", "-0.022", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "helicopter mouse pitch scale" ); idCVar m_helicopterYaw( "m_helicopterYaw", "0.022", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "helicopter mouse yaw scale" ); idCVar m_helicopterPitchScale( "m_helicopterPitchScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Anansi/Tormentor pitch" ); idCVar m_helicopterYawScale( "m_helicopterYawScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Anansi/Tormentor yaw" ); idCVar m_bumblebeePitchScale( "m_bumblebeePitchScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Bumblebee pitch" ); idCVar m_bumblebeeYawScale( "m_bumblebeeYawScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Bumblebee yaw" ); idCVar m_lightVehiclePitchScale( "m_lightVehiclePitchScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Husky/Armadillo/Hog/Trojan pitch" ); idCVar m_lightVehicleYawScale( "m_lightVehicleYawScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Husky/Armadillo/Hog/Trojan yaw" ); idCVar m_heavyVehiclePitchScale( "m_heavyVehiclePitchScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Titan/Cyclops pitch" ); idCVar m_heavyVehicleYawScale( "m_heavyVehicleYawScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for Titan/Cyclops yaw" ); idCVar m_playerPitchScale( "m_playerPitchScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for player pitch" ); idCVar m_playerYawScale( "m_playerYawScale", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_NOCHEAT, "sensitivity scale (over base) for player yaw" ); 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_INTEGER, "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" ); idCVar rb_showContacts( "rb_showContacts", "0", CVAR_GAME | CVAR_BOOL, "show contact points on rigid bodies" ); idCVar pm_friction( "pm_friction", "4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "friction applied to player on the ground" ); idCVar pm_jumpheight( "pm_jumpheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "approximate height the player can jump" ); idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "maximum height the player can step up without jumping" ); idCVar pm_pronespeed( "pm_pronespeed", "60", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move while prone" ); idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move while crouched" ); idCVar pm_walkspeed( "pm_walkspeed", "128", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move while walking" ); idCVar pm_runspeedforward( "pm_runspeedforward", "256", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move forwards while running" ); idCVar pm_runspeedback( "pm_runspeedback", "160", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move backwards while running" ); idCVar pm_runspeedstrafe( "pm_runspeedstrafe", "212", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move sideways while running" ); idCVar pm_sprintspeedforward( "pm_sprintspeedforward", "352", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move forwards while sprinting" ); idCVar pm_sprintspeedstrafe( "pm_sprintspeedstrafe", "176", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "speed the player can move sideways while sprinting" ); idCVar pm_noclipspeed( "pm_noclipspeed", "480", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while in noclip" ); idCVar pm_noclipspeedsprint( "pm_noclipspeedsprint", "960", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while in noclip and sprinting" ); idCVar pm_noclipspeedwalk( "pm_noclipspeedwalk", "256", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while in noclip and walking" ); idCVar pm_democamspeed( "pm_democamspeed", "200", CVAR_GAME | CVAR_FLOAT | CVAR_NOCHEAT, "speed the player can move while flying around in a demo" ); idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while spectating" ); idCVar pm_spectatespeedsprint( "pm_spectatespeedsprint", "1024", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while spectating and sprinting" ); idCVar pm_spectatespeedwalk( "pm_spectatespeedwalk", "256", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while spectating and walking" ); idCVar pm_spectatebbox( "pm_spectatebbox", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "size of the spectator bounding box" ); idCVar pm_minviewpitch( "pm_minviewpitch", "-89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "amount player's view can look up (negative values are up)" ); idCVar pm_maxviewpitch( "pm_maxviewpitch", "88", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "amount player's view can look down" ); idCVar pm_minproneviewpitch( "pm_minproneviewpitch", "-45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "amount player's view can look up when prone(negative values are up)" ); idCVar pm_maxproneviewpitch( "pm_maxproneviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "amount player's view can look down when prone" ); idCVar pm_proneheight( "pm_proneheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's bounding box while prone" ); idCVar pm_proneviewheight( "pm_proneviewheight", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's view while prone" ); idCVar pm_proneviewdistance( "pm_proneviewdistance", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "distance in front of the player's view while prone" ); idCVar pm_crouchheight( "pm_crouchheight", "56", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's bounding box while crouched" ); idCVar pm_crouchviewheight( "pm_crouchviewheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's view while crouched" ); idCVar pm_normalheight( "pm_normalheight", "79", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's bounding box while standing" ); idCVar pm_normalviewheight( "pm_normalviewheight", "72", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's view while standing" ); idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's bounding box while dead" ); idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "height of player's view while dead" ); idCVar pm_crouchrate( "pm_crouchrate", "180", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT | CVAR_RANKLOCKED, "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_RANKLOCKED, "x/y size of player's bounding box" ); idCVar pm_crouchbob( "pm_crouchbob", "0.23", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "bob much faster when crouched" ); idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "bob slowly when walking" ); idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "bob faster when running" ); idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "" ); idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "" ); idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "" ); idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "" ); idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "" ); idCVar pm_skipBob( "pm_skipBob", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "Disable all bobbing" ); idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_FLOAT, "camera distance from player in 3rd person" ); idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_FLOAT, "height of camera from normal view height in 3rd person" ); idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" ); idCVar pm_thirdPersonOrbit( "pm_thirdPersonOrbit", "0", CVAR_GAME | CVAR_FLOAT, "if set, will automatically increment pm_thirdPersonAngle every frame" ); idCVar pm_thirdPersonNoPitch( "pm_thirdPersonNoPitch", "0", CVAR_GAME | CVAR_BOOL, "ignore camera pitch when in third person mode" ); 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_pausePhysics( "pm_pausePhysics", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL | CVAR_RANKLOCKED, "pauses physics" ); idCVar pm_deployThirdPersonRange( "pm_deployThirdPersonRange","200", CVAR_GAME | CVAR_FLOAT, "camera distance from player in 3rd person" ); idCVar pm_deployThirdPersonHeight( "pm_deployThirdPersonHeight","100", CVAR_GAME | CVAR_FLOAT, "height of camera from normal view height in 3rd person" ); idCVar pm_deployThirdPersonAngle( "pm_deployThirdPersonAngle","0", CVAR_GAME | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" ); idCVar pm_deathThirdPersonRange( "pm_deathThirdPersonRange", "100", CVAR_GAME | CVAR_FLOAT, "camera distance from player in 3rd person" ); idCVar pm_deathThirdPersonHeight( "pm_deathThirdPersonHeight","20", CVAR_GAME | CVAR_FLOAT, "height of camera from normal view height in 3rd person" ); idCVar pm_deathThirdPersonAngle( "pm_deathThirdPersonAngle", "0", CVAR_GAME | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" ); idCVar pm_slidevelocity( "pm_slidevelocity", "1", CVAR_GAME | CVAR_BOOL | CVAR_NETWORKSYNC | CVAR_RANKLOCKED, "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_showPlayerArrows( "g_showPlayerArrows", "1", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC, "enable/disable arrows above the heads of players (0=off,1=all,2=friendly only)" ); idCVar g_showPlayerClassIcon( "g_showPlayerClassIcon", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Force drawing of player class icon above players in the fireteam." ); idCVar g_showPlayerShadow( "g_showPlayerShadow", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" ); idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "draw the hud gui" ); idCVar g_advancedHud( "g_advancedHud", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "Draw advanced HUD" ); idCVar g_skipPostProcess( "g_skipPostProcess", "0", CVAR_GAME | CVAR_BOOL, "draw the post process gui" ); idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | CVAR_FLOAT, "" ); idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "", 1.0f, 179.0f ); idCVar g_skipViewEffects( "g_skipViewEffects", "0", CVAR_GAME | CVAR_BOOL, "skip damage and other view effects" ); idCVar g_forceClear( "g_forceClear", "1", CVAR_GAME | CVAR_BOOL, "forces clearing of color buffer on main game draw (faster)" ); idCVar g_testParticle( "g_testParticle", "0", CVAR_GAME | CVAR_INTEGER, "test particle visualization, set by the particle editor" ); idCVar g_testParticleName( "g_testParticleName", "", CVAR_GAME, "name of the particle being tested by the particle editor" ); idCVar g_testModelRotate( "g_testModelRotate", "0", CVAR_GAME, "test model rotation speed" ); idCVar g_testPostProcess( "g_testPostProcess", "", CVAR_GAME, "name of material to draw over screen" ); idCVar g_testViewSkin( "g_testViewSkin", "", CVAR_GAME, "name of skin to use for the view" ); idCVar g_testModelAnimate( "g_testModelAnimate", "0", CVAR_GAME | CVAR_INTEGER, "test model animation,\n" "0 = cycle anim with origin reset\n" "1 = cycle anim with fixed origin\n" "2 = cycle anim with continuous origin\n" "3 = frame by frame with continuous origin\n" "4 = play anim once", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> ); idCVar g_disableGlobalAudio( "g_disableGlobalAudio", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "disable global VOIP communication" ); idCVar g_maxPlayerWarnings( "g_maxPlayerWarnings", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "maximum warnings before player is kicked" ); idCVar g_testModelBlend( "g_testModelBlend", "0", CVAR_GAME | CVAR_INTEGER, "number of frames to blend" ); idCVar g_exportMask( "g_exportMask", "", CVAR_GAME, "" ); idCVar password( "password", "", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_RANKLOCKED, "client password used when connecting" ); idCVar net_useAOR( "net_useAOR", "1", CVAR_GAME | CVAR_BOOL, "Enable/Disable Area of Relevance" ); idCVar net_aorPVSScale( "net_aorPVSScale", "4", CVAR_GAME | CVAR_FLOAT, "AoR scale for outside of PVS" ); idCVar pm_vehicleSoundLerpScale( "pm_vehicleSoundLerpScale", "10", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar pm_waterSpeed( "pm_waterSpeed", "400", CVAR_GAME | CVAR_FLOAT | CVAR_RANKLOCKED, "speed player will be pushed up in water when totally under water" ); idCVar g_debugNetworkWrite( "g_debugNetworkWrite", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_debugProficiency( "g_debugProficiency", "0", CVAR_GAME | CVAR_BOOL, "" ); idCVar g_weaponSwitchTimeout( "g_weaponSwitchTimeout", "1.5", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_FLOAT, "" ); idCVar g_hitBeep( "g_hitBeep", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_INTEGER, "play hit beep sound when you inflict damage.\n 0 = do nothing\n 1 = beep/flash cross-hair\n 2 = beep\n 3 = flash cross-hair" ); idCVar fs_debug( "fs_debug", "0", CVAR_SYSTEM | CVAR_INTEGER, "", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); #if !defined( _XENON ) && !defined( MONOLITHIC ) idCVar r_aspectRatio( "r_aspectRatio", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV" ); idCVar r_customAspectRatioH( "r_customAspectRatioH", "16", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "horizontal custom aspect ratio" ); idCVar r_customAspectRatioV( "r_customAspectRatioV", "10", CVAR_RENDERER | CVAR_FLOAT | CVAR_ARCHIVE, "vertical custom aspect ratio" ); #endif idCVar anim_showMissingAnims( "anim_showMissingAnims", "0", CVAR_BOOL, "Show warnings for missing animations" ); const char *aas_types[] = { "aas_player", "aas_vehicle", NULL }; idCVar aas_test( "aas_test", "0", CVAR_GAME, "select which AAS to test", aas_types, idCmdSystem::ArgCompletion_String ); idCVar aas_showEdgeNums( "aas_showEdgeNums", "0", CVAR_GAME | CVAR_BOOL, "show edge nums" ); idCVar aas_showAreas( "aas_showAreas", "0", CVAR_GAME | CVAR_INTEGER, "show the areas in the selected aas", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); idCVar aas_showAreaNumber( "aas_showAreaNumber", "0", CVAR_GAME | CVAR_INTEGER, "show the specific area number set" ); idCVar aas_showPath( "aas_showPath", "0", CVAR_GAME, "show the path to the walk specified area" ); idCVar aas_showHopPath( "aas_showHopPath", "0", CVAR_GAME, "show hop path to specified area" ); idCVar aas_showWallEdges( "aas_showWallEdges", "0", CVAR_GAME | CVAR_INTEGER, "show the edges of walls, 2 = project all to same height, 3 = project onscreen", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar aas_showWallEdgeNums( "aas_showWallEdgeNums", "0", CVAR_GAME | CVAR_BOOL, "show the number of the edges of walls" ); idCVar aas_showNearestCoverArea( "aas_showNearestCoverArea", "0", CVAR_GAME | CVAR_INTEGER, "show the nearest area with cover from the selected area (aas_showHideArea 4 will show the nearest area in cover from area 4)" ); idCVar aas_showNearestInsideArea( "aas_showNearestInsideArea", "0", CVAR_GAME | CVAR_BOOL, "show the nearest area that is inside" ); idCVar aas_showTravelTime( "aas_showTravelTime", "0", CVAR_GAME | CVAR_INTEGER, "print the travel time to the specified goal area (only when aas_showAreas is set)" ); idCVar aas_showPushIntoArea( "aas_showPushIntoArea", "0", CVAR_GAME | CVAR_BOOL, "show an arrow going to the closest area" ); idCVar aas_showFloorTrace( "aas_showFloorTrace", "0", CVAR_GAME | CVAR_BOOL, "show floor trace" ); idCVar aas_showObstaclePVS( "aas_showObstaclePVS", "0", CVAR_GAME | CVAR_INTEGER, "show obstacle PVS for the given area" ); idCVar aas_showManualReachabilities("aas_showManualReachabilities", "0", CVAR_GAME | CVAR_BOOL, "show manually placed reachabilities" ); idCVar aas_showFuncObstacles( "aas_showFuncObstacles", "0", CVAR_GAME | CVAR_BOOL, "show the AAS func_obstacles on the map" ); idCVar aas_showBadAreas( "aas_showBadAreas", "0", CVAR_GAME | CVAR_INTEGER, "show bad AAS areas", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar aas_locationMemory( "aas_locationMemory", "0", CVAR_GAME, "used to remember a particular location, set to 'current' to store the current x,y,z location" ); idCVar aas_pullPlayer( "aas_pullPlayer", "0", CVAR_GAME, "pull the player to the specified area" ); idCVar aas_randomPullPlayer( "aas_randomPullPlayer", "0", CVAR_GAME | CVAR_INTEGER, "pull the player to a random area" ); idCVar bot_threading( "bot_threading", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "enable running the bot AI in a separate thread" ); idCVar bot_threadMinFrameDelay( "bot_threadMinFrameDelay", "1", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "minimum number of game frames the bot AI trails behind", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> ); idCVar bot_threadMaxFrameDelay( "bot_threadMaxFrameDelay", "4", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of game frames the bot AI can trail behind", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> ); idCVar bot_pause( "bot_pause", "0", CVAR_GAME | CVAR_BOOL, "Pause the bot's thinking - useful for screenshots/debugging/etc" ); idCVar bot_drawClientNumbers( "bot_drawClientNumbers", "0", CVAR_GAME | CVAR_BOOL, "Draw every clients number above their head" ); idCVar bot_drawActions( "bot_drawActions", "0", CVAR_GAME | CVAR_BOOL, "Draw the bot's actions." ); idCVar bot_drawBadIcarusActions( "bot_drawBadIcarusActions", "0", CVAR_GAME | CVAR_BOOL, "Draw actions with an icarus flag, that aren't in a valid vehicle AAS area." ); idCVar bot_drawIcarusActions( "bot_drawIcarusActions", "0", CVAR_GAME | CVAR_BOOL, "Draw actions with an icarus flag, that appear valid to the AAS." ); idCVar bot_drawActionRoutesOnly( "bot_drawActionRoutesOnly", "-1", CVAR_GAME | CVAR_INTEGER, "Draw only the bot actions that have the defined route." ); idCVar bot_drawNodes( "bot_drawNodes", "0", CVAR_BOOL | CVAR_GAME, "draw vehicle path nodes" ); idCVar bot_drawNodeNumber( "bot_drawNodeNumber", "-1", CVAR_INTEGER | CVAR_GAME, "draw a specific vehicle path node" ); idCVar bot_drawDefuseHints( "bot_drawDefuseHints", "0", CVAR_BOOL | CVAR_GAME, "draw the bot's defuse hints." ); idCVar bot_drawActionNumber( "bot_drawActionNumber", "-1", CVAR_GAME | CVAR_INTEGER, "Draw a specific bot action only. -1 = disable" ); idCVar bot_drawActionVehicleType( "bot_drawActionVehicleType", "-1", CVAR_GAME | CVAR_INTEGER, "Draw only the actions that have this vehicleType set. -1 = disable" ); idCVar bot_drawActiveActionsOnly( "bot_drawActiveActionsOnly", "0", CVAR_GAME | CVAR_INTEGER, "Draw only active bot actions. 1 = all active actions. 2 = only GDF active actions. 3 = only Strogg active actions. Combo actions, that have both GDF and strogg goals, will still show up." ); idCVar bot_drawActionWithClasses( "bot_drawActionWithClasses", "0", CVAR_GAME | CVAR_BOOL, "Draw only actions that have a validClass set to anything other then 0 ( 0 = any class )." ); idCVar bot_drawActionTypeOnly( "bot_drawActionTypeOnly", "-1", CVAR_GAME | CVAR_INTEGER, "Draw only actions that have a gdf/strogg goal number matching the cvar value. Check the bot manual for goal numbers. -1 = disabled." ); idCVar bot_drawRoutes( "bot_drawRoutes", "0", CVAR_GAME | CVAR_BOOL, "Draw the routes on the map." ); idCVar bot_drawActiveRoutesOnly( "bot_drawActiveRoutesOnly", "0", CVAR_GAME | CVAR_BOOL, "Only draw the active routes on the map." ); idCVar bot_drawRouteGroupOnly( "bot_drawRouteGroupOnly", "-1", CVAR_GAME | CVAR_INTEGER, "Only draw routes that have the groupID specified." ); idCVar bot_drawActionSize( "bot_drawActionSize", "0.2", CVAR_GAME | CVAR_FLOAT, "How big to draw the bot action info. Default is 0.2" ); idCVar bot_drawActionGroupNum( "bot_drawActionGroupNum", "-1", CVAR_GAME | CVAR_INTEGER, "Filter what action groups to draw with the bot_drawAction cmd. -1 = disabled." ); idCVar bot_drawActionDist( "bot_drawActionDist", "4092", CVAR_GAME | CVAR_FLOAT, "How far away to draw the bot action info. Default is 2048" ); idCVar bot_drawObstacles( "bot_drawObstacles", "0", CVAR_GAME | CVAR_BOOL, "Draw the bot's dynamic obstacles in the world" ); idCVar bot_drawRearSpawnLocations( "bot_drawRearSpawnLocations", "0", CVAR_GAME | CVAR_BOOL, "Draw the rear spawn locations for each team" ); idCVar bot_enable( "bot_enable", "1", CVAR_GAME | CVAR_BOOL | CVAR_SERVERINFO, "0 = bots will not be loaded in the game. 1 = bots are loaded." ); idCVar bot_doObjectives( "bot_doObjectives", "1", CVAR_GAME | CVAR_BOOL | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "0 = bots let the player play the hero, with the bots filling a supporting role, 1 = bots do all the major objectives along with the player" ); idCVar bot_ignoreGoals( "bot_ignoreGoals", "0", CVAR_GAME | CVAR_INTEGER | CVAR_CHEAT, "If set to 1, bots will ignore all map objectives. Useful for debugging bot behavior" ); idCVar bot_useVehicles( "bot_useVehicles", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots dont use vehicles, 1 = bots do use vehicles" ); idCVar bot_stayInVehicles( "bot_stayInVehicles", "0", CVAR_GAME | CVAR_BOOL, "1 = bots will never leave their vehicle. Only useful for debugging. Default is 0" ); idCVar bot_useStrafeJump( "bot_useStrafeJump", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots can't strafe jump, 1 = bots CAN strafe jump to goal locations that are far away" ); idCVar bot_useSuicideWhenStuck( "bot_useSuicideWhenStuck", "1", CVAR_GAME | CVAR_BOOL, "0 = bots never suicide when stuck. 1 = bots suicide if they detect that they're stuck" ); idCVar bot_useDeployables( "bot_useDeployables", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots dont drop deployables of any kind, 1 = bots can drop all deployables" ); idCVar bot_useMines( "bot_useMines", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots dont use mines, 1 = bots can use mines. Default = 1" ); idCVar bot_sillyWarmup( "bot_sillyWarmup", "0", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots play the game like normal, 1 = bots shoot each other and act silly during warmup" ); idCVar bot_useSpawnHosts( "bot_useSpawnHosts", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = strogg bots can't use spawn host bodies, 1 = bots can use spawnhosts" ); idCVar bot_useUniforms( "bot_useUniforms", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots won't steal uniforms, 1 = bots take uniforms" ); idCVar bot_noChat( "bot_noChat", "0", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots chat, 1 = bots never chat" ); idCVar bot_noTaunt( "bot_noTaunt", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots taunt, 1 = bots never taunt" ); idCVar bot_aimSkill( "bot_aimSkill", "1", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "Sets the bot's default aiming skill. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar bot_skill( "bot_skill", "3", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "Sets the bot's default AI skill. 0 = EASY, 1 = NORMAL, 2 = EXPERT, 3 = TRAINING MODE - this mode is useful for learning about the game", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar bot_knifeOnly( "bot_knifeOnly", "0", CVAR_GAME | CVAR_BOOL, "goofy mode where the bots only use their knifes in combat." ); idCVar bot_ignoreEnemies( "bot_ignoreEnemies", "0", CVAR_GAME | CVAR_INTEGER, "If set to 1, bots will ignore all enemies. 2 = Ignore Strogg. 3 = Ignore GDF. Useful for debugging bot behavior" ); idCVar bot_debug( "bot_debug", "0", CVAR_GAME | CVAR_BOOL, "Debug various bot subsystems. Many bot debugging features are disabled if this is not set to 1" ); idCVar bot_debugActionGoalNumber( "bot_debugActionGoalNumber", "-1", CVAR_GAME | CVAR_INTEGER, "Set to any action number on the map to have the bot ALWAYS do that action, for debugging. -1 = disabled. NOTE: The bot will treat the goal as a camp goal. This is useful for path testing." ); idCVar bot_debugSpeed( "bot_debugSpeed", "-1", CVAR_GAME | CVAR_INTEGER, "Debug bot's move speed. -1 = disable" ); idCVar bot_debugGroundVehicles( "bot_debugGroundVehicles", "-1", CVAR_GAME | CVAR_INTEGER, "Debug bot ground vehicle usage. -1 = disable" ); idCVar bot_debugAirVehicles( "bot_debugAirVehicles", "-1", CVAR_GAME | CVAR_INTEGER, "Debug bot air vehicle usage. -1 = disable" ); idCVar bot_debugObstacles( "bot_debugObstacles", "0", CVAR_GAME | CVAR_BOOL, "Debug bot obstacles in the world" ); idCVar bot_spectateDebug( "bot_spectateDebug", "0", CVAR_GAME | CVAR_BOOL, "If enabled, automatically sets the debug hud to the bot being spectated" ); idCVar bot_followMe( "bot_followMe", "0", CVAR_GAME | CVAR_INTEGER, "Have the bots follow you in debug mode" ); idCVar bot_breakPoint( "bot_breakPoint", "0", CVAR_GAME | CVAR_BOOL, "Cause a program break to occur inside the bot's AI" ); idCVar bot_useShotguns( "bot_useShotguns", "0", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots wont use shotguns/nailguns. 1 = bots will use shotguns/nailguns." ); idCVar bot_useSniperWeapons( "bot_useSniperWeapons", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots wont use sniper rifles. 1 = bots will use sniper rifles." ); idCVar bot_minClients( "bot_minClients", "-1", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "Keep a minimum number of clients on the server with bots and humans. -1 to disable", -1, MAX_CLIENTS ); idCVar bot_minClientsMax( "bot_minClientsMax", "16", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_INIT, "Maximum allowed value of bot_minClients. Only affects the in-game UI.", -1, MAX_CLIENTS ); idCVar bot_debugPersonalVehicles( "bot_debugPersonalVehicles", "0", CVAR_GAME | CVAR_BOOL, "Only used for debugging the use of the husky/icarus." ); idCVar bot_debugWeapons( "bot_debugWeapons", "0", CVAR_GAME | CVAR_BOOL, "Only used for debugging bots weapons." ); idCVar bot_uiNumStrogg( "bot_uiNumStrogg", "-1", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "The number of strogg bots to add to the server. -1 to disable" ); idCVar bot_uiNumGDF( "bot_uiNumGDF", "-1", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "The number of gdf bots to add to the server. -1 to disable" ); idCVar bot_uiSkill( "bot_uiSkill", "5", CVAR_GAME | CVAR_INTEGER | CVAR_NETWORKSYNC | CVAR_NOCHEAT, "The overall skill the bots should play at in the game. 0 = EASY, 1 = MEDIUM, 2 = EXPERT, 3 = MASTER, 4 = CUSTOM, 5 = TRAINING" ); idCVar bot_showPath( "bot_showPath", "-1", CVAR_GAME | CVAR_INTEGER, "Show the path for the bot's client number. -1 = disable." ); idCVar bot_skipThinkClient( "bot_skipThinkClient", "-1", CVAR_GAME | CVAR_INTEGER, "A debug only cvar that skips thinking for a particular bot with the client number entered. -1 = disabled." ); idCVar bot_debugMapScript( "bot_debugMapScript", "0", CVAR_GAME | CVAR_BOOL, "Allows you to debug the bot script." ); idCVar bot_useTKRevive( "bot_useTKRevive", "1", CVAR_GAME | CVAR_BOOL, "Allows the bots to use the advanced tactic of TK reviving if their teammate is weak. 0 = disabled. Default is 1" ); idCVar bot_debugObstacleAvoidance( "bot_debugObstacleAvoidance", "0", CVAR_GAME | CVAR_BOOL, "Debug obstacle avoidance" ); idCVar bot_testObstacleQuery( "bot_testObstacleQuery", "", CVAR_GAME, "test a previously recorded obstacle avoidance query" ); idCVar bot_balanceCriticalClass( "bot_balanceCriticalClass", "1", CVAR_GAME | CVAR_BOOL, "Have the bots try to keep someone playing the critical class at all times. 0 = keep the class they spawn in as. Default = 1." ); idCVar bot_useAltRoutes( "bot_useAltRoutes", "1", CVAR_GAME | CVAR_BOOL, "Debug the bot's alternate path use." ); idCVar bot_godMode( "bot_godMode", "-1", CVAR_GAME | CVAR_INTEGER, "Set to the bot client you want to enter god mode. -1 = disable." ); idCVar bot_useRearSpawn( "bot_useRearSpawn", "1", CVAR_BOOL | CVAR_GAME, "debug bots using rear spawn points" ); idCVar bot_sleepWhenServerEmpty( "bot_sleepWhenServerEmpty", "1", CVAR_BOOL | CVAR_GAME | CVAR_NOCHEAT, "has the bots stop thinking when the server is idle and there are no humans playing, to conserve CPU." ); idCVar bot_allowObstacleDecay( "bot_allowObstacleDecay", "1", CVAR_BOOL | CVAR_GAME, "0 = dont allow obstacle decay. 1 = allow obstacle decay." ); idCVar bot_allowClassChanges( "bot_allowClassChanges", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots won't ever change their class. 1 = Bots can change their class thru script/code." ); idCVar bot_testPathToBotAction( "bot_testPathToBotAction", "-1", CVAR_GAME | CVAR_INTEGER, "based on which aas type aas_test is set to, will test to see if a path is available from the players current origin, to the bot action in question. You need to join a team for this to work properly! -1 = disabled." ); idCVar bot_pauseInVehicleTime( "bot_pauseInVehicleTime", "7", CVAR_GAME | CVAR_INTEGER, "Time the bots will pause when first enter a vehicle ( in seconds ) to allow others to jump in. Default is 7 seconds." ); idCVar bot_doObjsInTrainingMode( "bot_doObjsInTrainingMode", "1", CVAR_GAME | CVAR_BOOL, "Controls whether or not bots will do objectives in training mode, if the human isn't the correct class to do the objective. 0 = bots won't do primary or secondary objecitives in training mode. 1 = bots will do objectives. Default = 1. " ); idCVar bot_doObjsDelayTimeInMins( "bot_doObjsDelayTimeInMins", "3", CVAR_GAME | CVAR_INTEGER, "How long of a delay in time the bots will have before they start considering objectives while in Training mode. Default is 3 minutes. " ); idCVar bot_useAirVehicles( "bot_useAirVehicles", "1", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "0 = bots dont use air vehicles, 1 = bots do use air vehicles. Useful for debugging ground vehicles only." ); idCVar g_showCrosshairInfo( "g_showCrosshairInfo", "1", CVAR_INTEGER | CVAR_GAME, "shows information about the entity under your crosshair" ); idCVar g_banner_1( "g_banner_1", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 1" ); idCVar g_banner_2( "g_banner_2", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 2" ); idCVar g_banner_3( "g_banner_3", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 3" ); idCVar g_banner_4( "g_banner_4", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 4" ); idCVar g_banner_5( "g_banner_5", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 5" ); idCVar g_banner_6( "g_banner_6", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 6" ); idCVar g_banner_7( "g_banner_7", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 7" ); idCVar g_banner_8( "g_banner_8", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 8" ); idCVar g_banner_9( "g_banner_9", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 9" ); idCVar g_banner_10( "g_banner_10", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 10" ); idCVar g_banner_11( "g_banner_11", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 11" ); idCVar g_banner_12( "g_banner_12", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 12" ); idCVar g_banner_13( "g_banner_13", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 13" ); idCVar g_banner_14( "g_banner_14", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 14" ); idCVar g_banner_15( "g_banner_15", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 15" ); idCVar g_banner_16( "g_banner_16", "", CVAR_GAME | CVAR_NOCHEAT, "banner message 16" ); idCVar g_bannerDelay( "g_banner_delay", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_INTEGER, "delay in seconds between banner messages" ); idCVar g_bannerLoopDelay( "g_banner_loopdelay", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_INTEGER, "delay in seconds before banner messages repeat, 0 = off" ); idCVar* g_bannerCvars[ NUM_BANNER_MESSAGES ] = { &g_banner_1, &g_banner_2, &g_banner_3, &g_banner_4, &g_banner_5, &g_banner_6, &g_banner_7, &g_banner_8, &g_banner_9, &g_banner_10, &g_banner_11, &g_banner_12, &g_banner_13, &g_banner_14, &g_banner_15, &g_banner_16, }; idCVar g_allowComplaintFiresupport( "g_allowComplaint_firesupport", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Allow complaints for teamkills with fire support" ); idCVar g_allowComplaintCharge( "g_allowComplaint_charge", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Allow complaints for teamkills with charges" ); idCVar g_allowComplaintExplosives( "g_allowComplaint_explosives", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Allow complaints for teamkills with explosive weapons and items" ); idCVar g_allowComplaintVehicles( "g_allowComplaint_vehicles", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Allow complaints for teamkills with vehicle" ); idCVar g_complaintLimit( "g_complaintLimit", "6", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "Total complaints at which a player will be kicked" ); idCVar g_complaintGUIDLimit( "g_complaintGUIDLimit", "4", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "Total unique complaints at which a player will be kicked" ); idCVar g_execMapConfigs( "g_execMapConfigs", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Execute map cfg with same name" ); idCVar g_teamSwitchDelay( "g_teamSwitchDelay", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_RANKLOCKED, "Delay (in seconds) before player can change teams again" ); idCVar g_warmupDamage( "g_warmupDamage", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Enable/disable players taking damage during warmup" ); idCVar g_muteSpecs( "g_muteSpecs", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "Send all spectator global chat to team chat" ); idCVar g_warmup( "g_warmup", "0.5", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_RANKLOCKED, "Length (in minutes) of warmup period" ); idCVar g_gameReviewPause( "g_gameReviewPause", "0.5", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_RANKLOCKED, "Time (in minutes) for scores review time" ); idCVar g_password( "g_password", "", CVAR_GAME | CVAR_ARCHIVE | CVAR_RANKLOCKED, "game password" ); idCVar g_privatePassword( "g_privatePassword", "", CVAR_GAME | CVAR_ARCHIVE, "game password for private slots" ); idCVar g_xpSave( "g_xpSave", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL | CVAR_RANKLOCKED, "stores xp for disconnected players which will be given back if they reconnect" ); idCVar g_kickBanLength( "g_kickBanLength", "2", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_RANKLOCKED, "length of time a kicked player will be banned for" ); idCVar g_maxSpectateTime( "g_maxSpectateTime", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_RANKLOCKED, "maximum length of time a player may spectate for" ); idCVar g_unlock_updateAngles( "g_unlock_updateAngles", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_BOOL, "update view angles in fps unlock mode" ); idCVar g_unlock_updateViewpos( "g_unlock_updateViewpos", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_BOOL, "update view origin in fps unlock mode" ); idCVar g_unlock_interpolateMoving( "g_unlock_interpolateMoving", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_BOOL, "interpolate moving objects in fps unlock mode" ); idCVar g_unlock_viewStyle( "g_unlock_viewStyle", "1", CVAR_GAME | CVAR_PROFILE | CVAR_ARCHIVE | CVAR_INTEGER, "0: extrapolate view origin, 1: interpolate view origin" ); idCVar g_voteWait( "g_voteWait", "2.5", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT | CVAR_RANKLOCKED, "Delay (in minutes) before player may perform a callvote again" ); idCVar g_useTraceCollection( "g_useTraceCollection", "1", CVAR_GAME | CVAR_BOOL, "Use optimized trace collections" ); idCVar g_removeStaticEntities( "g_removeStaticEntities", "1", CVAR_GAME | CVAR_BOOL, "Remove non-dynamic entities on map spawn when they aren't needed" ); idCVar g_maxVoiceChats( "g_maxVoiceChats", "4", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "maximum number of voice chats a player may do in a period of time" ); idCVar g_maxVoiceChatsOver( "g_maxVoiceChatsOver", "30", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "time over which the maximum number of voice chat limit is applied" ); idCVar g_profileEntityThink( "g_profileEntityThink", "0", CVAR_GAME | CVAR_BOOL, "Enable entity think profiling" ); idCVar g_timeoutToSpec( "g_timeoutToSpec", "0", CVAR_GAME | CVAR_FLOAT | CVAR_NOCHEAT, "Timeout in minutes for players who are AFK to go into spectator mode (0=disabled)" ); idCVar g_autoReadyPercent( "g_autoReadyPercent", "50", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "Percentage of a full server that must be in game for auto ready to start" ); idCVar g_autoReadyWait( "g_autoReadyWait", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "Length of time in minutes auto ready will wait before starting the countdown" ); idCVar g_useBotsInPlayerTotal( "g_useBotsInPlayerTotal", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Should bots count towards the number of players required to start the game?" ); idCVar g_playTooltipSound( "g_playTooltipSound", "2", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_PROFILE, "0: no sound 1: play tooltip sound in single player only 2: Always play tooltip sound" ); idCVar g_tooltipTimeScale( "g_tooltipTimeScale", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "Scale the amount of time that a tooltip is visible. 0 will disable all tooltips." ); idCVar g_tooltipVolumeScale( "g_tooltipVolumeScale", "-20", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "Change the game volume while playing a tooltip with VO." ); idCVar g_allowSpecPauseFreeFly( "g_allowSpecPauseFreeFly", "1", CVAR_GAME | CVAR_BOOL | CVAR_NETWORKSYNC, "Allow spectators to free fly when the game is paused" ); idCVar g_smartTeamBalance( "g_smartTeamBalance", "1", CVAR_GAME | CVAR_BOOL | CVAR_RANKLOCKED, "Encourages players to balance teams themselves by giving rewards." ); idCVar g_smartTeamBalanceReward( "g_smartTeamBalanceReward", "10", CVAR_GAME | CVAR_INTEGER | CVAR_RANKLOCKED, "The amount of XP to give people who switch teams when asked to." ); idCVar g_keepFireTeamList( "g_keepFireTeamList", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "Always show the fireteam list on the HUD." ); 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. See net_serverDl* cvars for configuration" ); idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" ); idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, seperated by ; - use a * to mark all paks" ); idCVar g_drawMineIcons( "g_drawMineIcons", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "Draw icons on the HUD for mines." ); idCVar g_allowMineIcons( "g_allowMineIcons", "1", CVAR_GAME | CVAR_BOOL | CVAR_NETWORKSYNC | CVAR_RANKLOCKED, "Allow clients to draw icons on the HUD for mines." ); idCVar g_mineIconSize( "g_mineIconSize", "10", CVAR_FLOAT | CVAR_GAME | CVAR_ARCHIVE | CVAR_PROFILE, "Size of the screen space mine icons. NOTE: Will only take effect for new mines, not those already existing.", 0, 20 ); idCVar g_mineIconAlphaScale( "g_mineIconAlphaScale", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE | CVAR_PROFILE, "Alpha scale to apply to mine icons. NOTE: Will only take effect for new mines, not those already existing." ); idCVar g_drawVehicleIcons( "g_drawVehicleIcons", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "Draw icons on the HUD for vehicles (eg spawn invulnerability)." ); #ifdef SD_SUPPORT_REPEATER idCVar ri_useViewerPass( "ri_useViewerPass", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_REPEATERINFO | CVAR_BOOL, "use g_viewerPassword for viewers/repeaters" ); idCVar g_viewerPassword( "g_viewerPassword", "", CVAR_GAME | CVAR_ARCHIVE, "password for viewers" ); idCVar g_repeaterPassword( "g_repeaterPassword", "", CVAR_GAME | CVAR_ARCHIVE, "password for repeaters" ); idCVar ri_privateViewers( "ri_privateViewers", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_REPEATERINFO | CVAR_INTEGER, "number of private viewer slots" ); idCVar g_privateViewerPassword( "g_privateViewerPassword", "", CVAR_GAME | CVAR_ARCHIVE, "privatePassword for private viewer slots" ); idCVar ri_name( "ri_name", "", CVAR_GAME | CVAR_ARCHIVE | CVAR_REPEATERINFO, "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 ETQW:TV" ); #endif // SD_SUPPORT_REPEATER idCVar g_drawHudMessages( "g_drawHudMessages", "1", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_PROFILE, "Draw task, task success and objective text on HUD." ); idCVar g_mineTriggerWarning( "g_mineTriggerWarning", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "Show warning message on HUD when triggering a proximity mine." ); idCVar g_aptWarning( "g_aptWarning", "3", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_PROFILE, "Show warning message on HUD when APT is locking on. 0: Off 1: Visual warning only 2: Beep only 3: Visual and beep" ); idCVar g_trainingMode( "g_trainingMode", "0", CVAR_GAME | CVAR_BOOL | CVAR_NOCHEAT, "whether the game is in training mode or not" ); idCVar g_objectiveDecayTime( "g_objectiveDecayTime", "5", CVAR_GAME | CVAR_FLOAT | CVAR_RANKLOCKED, "Length of time in seconds that it takes a construct/hack objective to decay once after the initial timeout is complete" ); idCVar g_noQuickChats( "g_noQuickChats", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE | CVAR_PROFILE, "disables sound and text of quickchats" ); idCVar g_maxProficiency( "g_maxProficiency", "0", CVAR_GAME | CVAR_BOOL | CVAR_RANKLOCKED, "" );