ef2gamesource/dlls/game/gamecvars.cpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

315 lines
12 KiB
C++

//-----------------------------------------------------------------------------
//
// $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 );
}