mirror of
https://github.com/ZDoom/raze-gles.git
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479 lines
20 KiB
C++
479 lines
20 KiB
C++
/*
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** gamecvars.cpp
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**
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** most of the game CVARs from the frontend consolidated to only have one instance
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "c_cvars.h"
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#include "common.h"
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#include "fx_man.h"
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#include "baselayer.h"
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#include "gameconfigfile.h"
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#include "keyboard.h"
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#include "control.h"
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#include "_control.h"
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#include "gamecontrol.h"
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/* Notes
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RedNukem has this for the toggle autorun command. Todo: Check what this is supposed to accomplish. The implementation makes no sense at all.
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(!RRRA || (!g_player[myconnectindex].ps->on_motorcycle && !g_player[myconnectindex].ps->on_boat)))
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*/
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CVARD(Bool, cl_crosshair, true, CVAR_ARCHIVE, "enable/disable crosshair");
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CVARD(Bool, cl_automsg, false, CVAR_ARCHIVE, "enable/disable automatically sending messages to all players") // Not implemented for Blood
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CVARD(Bool, cl_autorun, true, CVAR_ARCHIVE, "enable/disable autorun")
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CVARD(Bool, cl_runmode, true, CVAR_ARCHIVE, "enable/disable modernized run key operation")
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CVARD(Bool, cl_autosave, true, CVAR_ARCHIVE, "enable/disable autosaves") // Not implemented for Blood (but looks like the other games never check it either.)
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CVARD(Bool, cl_autosavedeletion, true, CVAR_ARCHIVE, "enable/disable automatic deletion of autosaves") // Not implemented for Blood
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CVARD(Int, cl_maxautosaves, 8, CVAR_ARCHIVE, "number of autosaves to keep before deleting the oldest") // Not implemented for Blood
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CVARD(Int, cl_cheatmask, ~0, CVAR_ARCHIVE, "configure what cheats show in the cheats menu")
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CVARD(Bool, cl_obituaries, true, CVAR_ARCHIVE, "enable/disable multiplayer death messages") // Not implemented for Blood
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CVARD(Bool, cl_democams, true, CVAR_ARCHIVE, "enable/disable demo playback cameras") // Not implemented for Blood
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CVARD(Bool, cl_idplayers, true, CVAR_ARCHIVE, "enable/disable name display when aiming at opponents") // Not implemented for Blood
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CVARD(Bool, cl_showcoords, false, 0, "show your position in the game world") // This is a debug oprion in its current form, not implemented in Blood
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CVARD(Bool, cl_weaponsway, true, CVAR_ARCHIVE, "enable/disable player weapon swaying") // Not implemented for Blood
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// Todo: Consolidate these to be consistent across games?
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CVARD(Bool, cl_viewbob, true, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "enable/disable player head bobbing") // Not implemented for Blood
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CVARD(Bool, cl_viewhbob, true, CVAR_ARCHIVE|CVAR_FRONTEND_BLOOD, "enable/disable view horizontal bobbing") // Only implemented in Blood
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CVARD(Bool, cl_viewvbob, true, CVAR_ARCHIVE|CVAR_FRONTEND_BLOOD, "enable/disable view vertical bobbing") // Only implemented in Blood
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CVARD(Bool, cl_interpolate, true, CVAR_ARCHIVE, "enable/disable view interpolation") // only implemented in Blood
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CVARD(Bool, cl_slopetilting, false, CVAR_ARCHIVE, "enable/disable slope tilting") // only implemented in Blood
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CVARD(Bool, cl_showweapon, true, CVAR_ARCHIVE, "enable/disable show weapons") // only implemented in Blood
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CUSTOM_CVARD(Int, cl_crosshairscale, 50, CVAR_ARCHIVE, "changes the size of the crosshair")
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{
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if (self < 1) self = 1;
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else if (self > 100) self = 100;
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}
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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{
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if (self < 0 || self > (playing_blood? 2 : 3)) self = 1; // The Shadow Warrior backend only has a bool for this.
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//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
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};
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CUSTOM_CVARD(Int, cl_weaponswitch, 3, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable auto weapon switching")
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{
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if (self < 0) self = 0;
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if (self > 3 && playing_blood) self = 3;
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if (self > 7) self = 7;
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//UpdatePlayerFromMenu(); todo: networking (only operational in EDuke32 frontend anyway.)
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}
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CUSTOM_CVARD(Int, cl_autovote, 0, CVAR_ARCHIVE, "enable/disable automatic voting")
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{
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if (self < 0 || self > 2) self = 0;
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}
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bool G_CheckAutorun(bool button)
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{
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if (cl_runmode) return button || cl_autorun;
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else return button ^ !!cl_autorun;
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}
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// Demos
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CVARD_NAMED(Bool, demorec_diffcompress, demorec_diffcompress_cvar, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "Compression for diffs")
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CVARD_NAMED(Bool, demorec_synccompress, demorec_synccompress_cvar, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "Compression for input")
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CVARD_NAMED(Bool, demorec_seeds, demorec_seeds_cvar, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable recording of random seed for later sync checking")
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CVARD_NAMED(Bool, demorec_diffs, demorec_diffs_cvar, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable diff recording in demos")
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CVARD_NAMED(Bool, demorec_force, demorec_force_cvar, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable forced demo recording")
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CVARD_NAMED(Int, demorec_difftics, demorec_difftics_cvar, 60, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sets game tic interval after which a diff is recorded")
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CVARD(Bool, demoplay_diffs, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable application of diffs in demo playback")
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CVARD(Bool, demoplay_showsync, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable display of sync status")
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// Sound
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CVARD(Bool, snd_ambience, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables ambient sounds") // Not implemented for Blood
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CVARD(Bool, snd_enabled, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables sound effects")
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CVARD(Bool, snd_tryformats, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables automatic discovery of replacement sounds and music in .flac and .ogg formats")
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CVARD(Bool, snd_doppler, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable 3d sound")
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CVARD(Bool, mus_enabled, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables music")
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CVARD(Bool, mus_restartonload, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "restart the music when loading a saved game with the same map or not") // only implemented for Blood - todo: generalize
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CVARD(Bool, mus_redbook, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_FRONTEND_BLOOD, "enables/disables redbook audio (Blood only!)") // only Blood has assets for this.
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CUSTOM_CVARD(Bool, snd_reversestereo, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "reverses the stereo channels")
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{
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FX_SetReverseStereo(self);
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}
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CUSTOM_CVARD(Int, snd_fxvolume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls volume for sound effects")
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{
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if (self < 0) self = 0;
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if (self > 255) self = 255;
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}
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CUSTOM_CVARD(Int, snd_mixrate, 44100, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sound mixing rate")
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{
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if (self < 11025) self = 11025;
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else if (self > 48000) self = 48000;
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}
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CUSTOM_CVARD(Int, snd_numchannels, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "the number of sound channels")
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{
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if (self < 1) self = 1;
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else if (self > 2) self = 2;
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}
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CUSTOM_CVARD(Int, snd_numvoices, 64, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "the number of concurrent sounds")
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{
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if (self < 8) self = 8;
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else if (self > 128) self = 128;
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}
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CUSTOM_CVARD(Int, snd_speech, 5, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enables/disables player speech")
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{
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if (self < 0) self = 0;
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else if (self > 5) self = 5;
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}
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CUSTOM_CVARD(Int, mus_volume, 255, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "controls music volume")
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{
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if (self < 0) self = 0;
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if (self > 255) self = 255;
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}
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int MusicDevice = ASS_WinMM;
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CUSTOM_CVARD(Int, mus_device, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "selects music device")
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{
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if (self < 0) self = 0;
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else if (self > 1) self = 1;
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else MusicDevice = self? ASS_WinMM : ASS_OPL3; // must be copied because it gets altered by the music code.
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}
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// HUD
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// This was particularly messy. EDuke and Rednukem had no consistent setting for this but a complex combination of 4 CVARs and lots of mod flags controlling the HUD layout
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// NBlood had this differently with an inverted scale of 0-7 with 0 having no HUD.
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// For consistency all frontends now use the same scale, with 0 being the smallest and 11 being the largest, which get converted to the internal settings by the set_hud_layout callback.
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CUSTOM_CVARD(Int, hud_size, 9, CVAR_ARCHIVE | CVAR_NOINITCALL, "Defines the HUD size and style")
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{
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if (self < 0) self = 0;
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else if (self > 11) self = 11;
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else
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{
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if (gi->validate_hud(self))
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gi->set_hud_layout(self);
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else
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OSD_Printf("Hud size %d not available\n", *self);
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}
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}
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CUSTOM_CVARD(Int, hud_scale, 100, CVAR_ARCHIVE | CVAR_NOINITCALL, "changes the hud scale")
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{
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if (self < 36) self = 36;
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else if (self > 100) self = 100;
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else gi->set_hud_scale(hud_size);
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}
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// This is to allow flattening the overly complicated HUD configuration to one single value and keep the complexity safely inside the HUD code.
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bool G_ChangeHudLayout(int direction)
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{
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if (direction < 0 && hud_size > 0)
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{
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int layout = hud_size - 1;
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while (!gi->validate_hud(layout) && layout >= 0) layout--;
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if (layout >= 0)
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{
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hud_size = layout;
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return true;
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}
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}
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else if (hud_size < 11)
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{
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int layout = hud_size + 1;
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while (!gi->validate_hud(layout) && layout <= 11) layout++;
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if (layout <= 11)
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{
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hud_size = layout;
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return true;
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}
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}
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return false;
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}
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int hud_statusbarrange; // will be set by the game's configuration setup.
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CUSTOM_CVARD(Int, hud_custom, 0, CVAR_ARCHIVE|CVAR_NOINITCALL, "change the custom hud") // this has no backing implementation, it seems to be solely for scripted HUDs.
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{
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if (self < 0) self = 0;
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else if (self >= hud_statusbarrange) self = hud_statusbarrange - 1;
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}
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CVARD(Bool, hud_stats, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable level statistics display")
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CVARD(Bool, hud_showmapname, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable map name display on load")
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CVARD(Bool, hud_position, false, CVAR_ARCHIVE, "aligns the status bar to the bottom/top")
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CVARD(Bool, hud_bgstretch, false, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "enable/disable background image stretching in wide resolutions")
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CVARD(Int, hud_messagetime, 120, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "length of time to display multiplayer chat messages")
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CVARD_NAMED(Int, hud_numbertile, althud_numbertile, 2930, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "first tile in alt hud number set")
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CVARD_NAMED(Int, hud_numberpal, althud_numberpal, 0, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "pal for alt hud numbers")
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CVARD_NAMED(Int, hud_shadows, althud_shadows, true, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "enable/disable althud shadows")
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CVARD_NAMED(Int, hud_flashing, althud_flashing, true, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "enable/disable althud flashing")
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CVARD(Bool, hud_glowingquotes, true, CVAR_ARCHIVE, "enable/disable \"glowing\" quote text")
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CUSTOM_CVARD(Int, hud_textscale, 200, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "sets multiplayer chat message size")
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{
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if (self < 100) self = 100;
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else if (self > 400) self = 400;
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}
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CUSTOM_CVARD(Int, hud_weaponscale, 100, CVAR_ARCHIVE|CVAR_FRONTEND_DUKELIKE, "changes the weapon scale")
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{
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if (self < 30) self = 30;
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else if (self > 100) self = 100;
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}
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CUSTOM_CVARD(Int, r_fov, 90, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "change the field of view")
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{
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if (self < 60) self = 60;
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else if (self > 140) self = 140;
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}
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CVARD(Bool, r_horizcenter, false, CVAR_ARCHIVE|CVAR_FRONTEND_BLOOD, "enable/disable centered horizon line") // only present in Blood, maybe add to others?
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CUSTOM_CVARD(Bool, in_joystick, false, CVAR_ARCHIVE||CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "enables input from the joystick if it is present")
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{
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CONTROL_JoystickEnabled = (self && CONTROL_JoyPresent);
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}
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CUSTOM_CVARD(Bool, in_mouse, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "enables input from the mouse if it is present")
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{
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CONTROL_MouseEnabled = (self && CONTROL_MousePresent);
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}
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// Does it even make sense to have this configurable? It is in the menu but can be switched around at will by the mouse input code.
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int32_t g_MyAimMode = 1;
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CUSTOM_CVARD(Bool, in_mousemode, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "toggles vertical mouse view")
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{
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g_MyAimMode = self; // Needs to be copied to a shadow variable because the input code messes around with this setting - but that should not affect the user's original choice.
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}
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CVARD(Bool, in_aimmode, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "0:toggle, 1:hold to aim")
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CVARD(Bool, in_mouseflip, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "invert vertical mouse movement")
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CUSTOM_CVARD(Int, in_mousebias, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE, "emulates the original mouse code's weighting of input towards whichever axis is moving the most at any given time")
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{
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if (self < 0) self = 0;
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else if (self > 32) self = 32;
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}
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CUSTOM_CVARD(Int, in_mousedeadzone, 0, CVAR_GLOBALCONFIG|CVAR_ARCHIVE, "amount of mouse movement to filter out")
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{
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if (self < 0) self = 0;
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else if (self > 512) self = 512;
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}
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CUSTOM_CVARD(Bool, in_mousesmoothing, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE, "enable/disable mouse input smoothing")
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{
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CONTROL_SmoothMouse = self;
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}
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CUSTOM_CVARD(Float, in_mousesensitivity, DEFAULTMOUSESENSITIVITY, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "changes the mouse sensitivity")
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{
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if (self < 0) self = 0;
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else if (self > 25) self = 25;
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else CONTROL_MouseSensitivity = self;
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}
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CUSTOM_CVARD(Int, r_drawweapon, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable weapon drawing")
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{
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if (self < 0 || self > 2) self = 1;
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}
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CUSTOM_CVARD(Int, r_showfps, 0, 0, "show the frame rate counter")
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{
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if (self < 0 || self > 3) self = 1;
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}
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CUSTOM_CVARD(Int, r_showfpsperiod, 0, 0, "time in seconds before averaging min and max stats for r_showfps 2+")
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{
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if (self < 0 || self > 5) self = 1;
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}
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float r_ambientlightrecip;
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CUSTOM_CVARD(Float, r_ambientlight, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sets the global map light level")
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{
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if (self < 0.1f) self = 0.1f;
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else if (self > 10.f) self = 10.f;
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else r_ambientlightrecip = 1.f / self;
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}
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CVARD(Bool, r_shadows, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable sprite and model shadows")//, (void *)&ud.shadows, CVAR_BOOL, 0, 1 },
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// Gross hack stuff. Only settable from the command line
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CVARD(Bool, r_rotatespritenowidescreen, false, CVAR_NOSET, "pass bit 1024 to all CON rotatesprite calls")
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CVARD(Bool, r_precache, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable the pre-level caching routine")
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CUSTOM_CVARD(Int, r_maxfps, 200, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "limit the frame rate")
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{
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if (self < 0) self = 0;
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else if (self > 0 && self < 30) self = 30;
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else if (self > 1000) self = 1000;
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}
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int G_FPSLimit(void)
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{
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if (r_maxfps <= 0)
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return 1;
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auto frameDelay = timerGetFreqU64()/(double)r_maxfps;
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static double nextPageDelay;
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static uint64_t lastFrameTicks;
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nextPageDelay = clamp(nextPageDelay, 0.0, frameDelay);
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uint64_t const frameTicks = timerGetTicksU64();
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uint64_t const elapsedTime = frameTicks - lastFrameTicks;
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double const dElapsedTime = elapsedTime;
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if (dElapsedTime >= nextPageDelay)
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{
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if (dElapsedTime <= nextPageDelay+frameDelay)
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nextPageDelay += frameDelay-dElapsedTime;
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lastFrameTicks = frameTicks;
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return 1;
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}
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return 0;
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}
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CUSTOM_CVARD(String, wchoice, "3457860291", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_FRONTEND_DUKELIKE, "sets weapon autoselection order")
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{
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char dest[11];
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char const* c = self;
|
|
if (*c)
|
|
{
|
|
int j = 0;
|
|
|
|
while (*c && j < 10)
|
|
{
|
|
dest[j] = *c - '0';
|
|
c++;
|
|
j++;
|
|
}
|
|
|
|
while (j < 10)
|
|
{
|
|
if (j == 9)
|
|
dest[9] = 1;
|
|
else
|
|
dest[j] = 2;
|
|
|
|
j++;
|
|
}
|
|
// if (!gi->SetWeaponChoice(dest)) OSD_Printf("Weapon ordering not supported\n");
|
|
}
|
|
else
|
|
{
|
|
OSD_Printf("Using default weapon orders.\n");
|
|
self = "3457860291";
|
|
}
|
|
}
|
|
|
|
|
|
CVARD(Bool, r_voxels, true, CVAR_ARCHIVE, "enable/disable automatic sprite->voxel rendering")
|
|
|
|
|
|
#if 0
|
|
|
|
// These have to wait until the HUD code is cleaned up (no idea which may survive and which won't.)
|
|
/*
|
|
|
|
|
|
// Currently unavailable due to dependency on an obsolete OpenGL feature
|
|
{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },
|
|
|
|
// This needs some serious internal cleanup first, the implementation is all over the place and prone to whacking the user setting.
|
|
{ "color", "changes player palette", (void *)&ud.color, CVAR_INT|CVAR_MULTI, 0, MAXPALOOKUPS-1 },
|
|
if (!Bstrcasecmp(parm->name, "color"))
|
|
{
|
|
ud.color = G_CheckPlayerColor(ud.color);
|
|
g_player[0].ps->palookup = g_player[0].pcolor = ud.color;
|
|
}
|
|
|
|
// This one gets changed at run time by the game code, so making it persistent does not work
|
|
|
|
// This option is not really useful anymore
|
|
{ "r_camrefreshdelay", "minimum delay between security camera sprite updates, 120 = 1 second", (void *)&ud.camera_time, CVAR_INT, 1, 240 },
|
|
|
|
// This requires a different approach, because it got used like a CCMD, not a CVAR.
|
|
{ "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
|
|
|
|
// requires cleanup first
|
|
//{ "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
|
|
|
|
// just as a reminder:
|
|
/*
|
|
else if (!Bstrcasecmp(parm->name, "vid_gamma"))
|
|
{
|
|
gBrightness = GAMMA_CALC;
|
|
gBrightness <<= 2;
|
|
videoSetPalette(gBrightness >> 2, gLastPal, 0);
|
|
}
|
|
else if (!Bstrcasecmp(parm->name, "vid_brightness") || !Bstrcasecmp(parm->name, "vid_contrast"))
|
|
{
|
|
videoSetPalette(gBrightness >> 2, gLastPal, 0);
|
|
}
|
|
*/
|
|
|
|
/* Baselayer CVARs. Some are pointless, some not worth bothering before the backend is swappewd out, the only relevant one was r_voxels.
|
|
static osdcvardata_t cvars_engine[] =
|
|
{
|
|
{ "lz4compressionlevel","adjust LZ4 compression level used for savegames",(void *) &lz4CompressionLevel, CVAR_INT, 1, 32 },
|
|
{ "r_borderless", "borderless windowed mode: 0: never 1: always 2: if resolution matches desktop", (void *) &r_borderless, CVAR_INT|CVAR_RESTARTVID, 0, 2 },
|
|
{ "r_displayindex","index of output display",(void *)&r_displayindex, CVAR_INT|CVAR_RESTARTVID, 0, 10 },
|
|
{ "r_usenewaspect","enable/disable new screen aspect ratio determination code",(void *) &r_usenewaspect, CVAR_BOOL, 0, 1 },
|
|
{ "r_screenaspect","if using r_usenewaspect and in fullscreen, screen aspect ratio in the form XXYY, e.g. 1609 for 16:9",
|
|
(void *) &r_screenxy, SCREENASPECT_CVAR_TYPE, 0, 9999 },
|
|
{ "r_windowpositioning", "enable/disable window position memory", (void *) &windowpos, CVAR_BOOL, 0, 1 },
|
|
//{ "vid_gamma","adjusts gamma component of gamma ramp",(void *) &g_videoGamma, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
|
|
//{ "vid_contrast","adjusts contrast component of gamma ramp",(void *) &g_videoContrast, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
|
|
//{ "vid_brightness","adjusts brightness component of gamma ramp",(void *) &g_videoBrightness, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
|
|
};
|
|
*/
|
|
|
|
#endif
|