mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
5000fde281
* Hoping the old path being available will allow the new code to be merged. * Applied offset to sum of `(totalclk - ototalclk)` of 0.5 to ensure calculated smoothratio under legacy path always returns a value. * For the above, consider Duke 3D with 4 game tics per ticrate, the returned values would be: 0 16384 32768 49152 * With offset of 0.5, the following values are returned depending on how far advanced `totalclk` is from `ototalclk`: 8192 24576 40960 57344
122 lines
3.4 KiB
C
122 lines
3.4 KiB
C
#pragma once
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#include "c_cvars.h"
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EXTERN_CVAR(Bool, cl_crosshair)
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EXTERN_CVAR(Bool, cl_automsg)
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EXTERN_CVAR(Int, cl_autoaim)
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EXTERN_CVAR(Bool, cl_autorun)
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EXTERN_CVAR(Bool, cl_runmode)
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EXTERN_CVAR(Bool, cl_autosave)
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EXTERN_CVAR(Bool, cl_autosavedeletion)
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EXTERN_CVAR(Int, cl_maxautosaves)
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EXTERN_CVAR(Int, cl_autovote)
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EXTERN_CVAR(Int, cl_cheatmask)
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EXTERN_CVAR(Bool, cl_obituaries)
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EXTERN_CVAR(Bool, cl_democams)
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EXTERN_CVAR(Bool, cl_idplayers)
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EXTERN_CVAR(Bool, cl_viewbob)
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EXTERN_CVAR(Bool, cl_weaponsway)
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EXTERN_CVAR(Bool, cl_viewhbob)
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EXTERN_CVAR(Bool, cl_viewvbob)
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EXTERN_CVAR(Bool, cl_interpolate)
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EXTERN_CVAR(Bool, cl_slopetilting)
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EXTERN_CVAR(Int, cl_showweapon)
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EXTERN_CVAR(Int, cl_weaponswitch)
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EXTERN_CVAR(Int, cl_crosshairscale)
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EXTERN_CVAR(Bool, cl_sointerpolation)
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EXTERN_CVAR(Bool, cl_syncinput)
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EXTERN_CVAR(Bool, cl_debugintrpl)
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EXTERN_CVAR(Bool, cl_legacyintrpl)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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EXTERN_CVAR(Bool, demoplay_showsync)
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EXTERN_CVAR(Bool, demorec_diffs_cvar)
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EXTERN_CVAR(Bool, demorec_force_cvar)
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EXTERN_CVAR(Int, demorec_difftics_cvar)
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EXTERN_CVAR(Bool, snd_ambience)
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EXTERN_CVAR(Bool, snd_enabled)
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EXTERN_CVAR(Bool, snd_tryformats)
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EXTERN_CVAR(Bool, snd_doppler)
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EXTERN_CVAR(Bool, mus_enabled)
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EXTERN_CVAR(Bool, mus_restartonload)
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EXTERN_CVAR(Bool, mus_redbook)
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EXTERN_CVAR(Int, snd_fxvolume)
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EXTERN_CVAR(Int, snd_mixrate)
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EXTERN_CVAR(Int, snd_numchannels)
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EXTERN_CVAR(Int, snd_numvoices)
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EXTERN_CVAR(Int, snd_speech)
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EXTERN_CVAR(Int, mus_device)
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EXTERN_CVAR(Int, hud_layout)
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EXTERN_CVAR(Int, hud_scale)
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EXTERN_CVAR(Int, hud_size)
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EXTERN_CVAR(Float, hud_statscale)
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EXTERN_CVAR(Int, hud_custom)
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EXTERN_CVAR(Bool, hud_stats)
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EXTERN_CVAR(Bool, hud_showmapname)
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EXTERN_CVAR(Bool, hud_position)
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EXTERN_CVAR(Bool, hud_bgstretch)
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EXTERN_CVAR(Int, hud_messagetime)
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EXTERN_CVAR(Bool, hud_glowingquotes)
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EXTERN_CVAR(Int, hud_textscale)
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EXTERN_CVAR(Int, hud_weaponscale)
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EXTERN_CVAR(Int, hud_messages)
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EXTERN_CVAR(Int, althud_numbertile)
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EXTERN_CVAR(Int, althud_numberpal)
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EXTERN_CVAR(Int, althud_shadows)
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EXTERN_CVAR(Int, althud_flashing)
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EXTERN_CVAR(Int, r_fov)
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EXTERN_CVAR(Bool, r_horizcenter)
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EXTERN_CVAR(Int, r_drawweapon)
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EXTERN_CVAR(Int, r_showfps)
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EXTERN_CVAR(Int, r_showfpsperiod)
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EXTERN_CVAR(Float, r_ambientlight)
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EXTERN_CVAR(Bool, r_shadows)
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EXTERN_CVAR(Bool, r_rotatespritenowidescreen)
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EXTERN_CVAR(Bool, r_precache)
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EXTERN_CVAR(Bool, r_voxels)
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EXTERN_CVAR(Int, r_upscalefactor)
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EXTERN_CVAR(Float, vid_gamma)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Int, gl_multisample)
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EXTERN_CVAR(Int, gl_ssao)
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EXTERN_CVAR(Bool, use_joystick)
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EXTERN_CVAR(Int, in_mousebias)
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EXTERN_CVAR(Bool, in_mouseflip)
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EXTERN_CVAR(Bool, in_mousemode)
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EXTERN_CVAR(Bool, in_mousesmoothing)
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EXTERN_CVAR(Float, in_mousesensitivity)
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EXTERN_CVAR(Float, in_mousescalex)
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EXTERN_CVAR(Float, in_mousescaley)
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EXTERN_CVAR(Bool, in_mousemode)
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EXTERN_CVAR(String, wchoice)
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EXTERN_CVAR(Bool, displaysetup)
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EXTERN_CVAR(Bool, noautoload)
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EXTERN_CVAR(Bool, adult_lockout)
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EXTERN_CVAR(String, playername)
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EXTERN_CVAR(String, rtsname)
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EXTERN_CVAR(String, usermapfolder)
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EXTERN_CVAR(Int, m_recstat)
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EXTERN_CVAR(Int, m_coop)
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EXTERN_CVAR(Int, m_ffire)
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EXTERN_CVAR(Int, m_noexits)
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EXTERN_CVAR(Int, playercolor)
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extern bool gNoAutoLoad;
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extern int hud_statusbarrange; // will be set by the game's configuration setup.
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bool G_ChangeHudLayout(int direction);
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bool G_CheckAutorun(bool button);
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inline int G_FPSLimit(void) { return 1; }
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bool G_AllowAutoload();
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