mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-07 05:21:12 +00:00
418 lines
21 KiB
C++
418 lines
21 KiB
C++
#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 "control.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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FGameConfigFile* GameConfig;
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static FString GameName;
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void G_LoadConfig(const char *game)
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{
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GameConfig = new FGameConfigFile();
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GameConfig->DoGlobalSetup();
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GameConfig->DoGameSetup(game);
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FBaseCVar::EnableCallbacks();
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GameName = game;
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}
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void G_SaveConfig()
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{
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GameConfig->ArchiveGameData(GameName);
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GameConfig->WriteConfigFile();
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delete GameConfig;
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GameConfig = nullptr;
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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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// HUD
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// This was particularly messy. EDuke and Rednukem had no consistent setting for this but a complex combination fo 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 swrrings 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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CUSTOM_CVARD(Int, r_fov, 90, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "change the field of view") //, (void*)r_fov.Value, CVAR_INT, 60, 140
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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_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_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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#if 0
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// DN3D
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static osdcvardata_t cvars_game[] =
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{
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{ "in_aimmode", "0:toggle, 1:hold to aim", (void *)&ud.mouseaiming, CVAR_BOOL, 0, 1 },
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{
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"in_mousebias", "emulates the original mouse code's weighting of input towards whichever axis is moving the most at any given time",
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(void *)&ud.config.MouseBias, CVAR_INT, 0, 32
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},
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{ "in_mousedeadzone", "amount of mouse movement to filter out", (void *)&ud.config.MouseDeadZone, CVAR_INT, 0, 512 },
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{ "in_mouseflip", "invert vertical mouse movement", (void *)&ud.mouseflip, CVAR_BOOL, 0, 1 },
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{ "in_mousemode", "toggles vertical mouse view", (void *)&g_myAimMode, CVAR_BOOL, 0, 1 },
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{ "in_mousesmoothing", "enable/disable mouse input smoothing", (void *)&ud.config.SmoothInput, CVAR_BOOL, 0, 1 },
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{ "r_camrefreshdelay", "minimum delay between security camera sprite updates, 120 = 1 second", (void *)&ud.camera_time, CVAR_INT, 1, 240 },
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{ "r_drawweapon", "enable/disable weapon drawing", (void *)&ud.drawweapon, CVAR_INT, 0, 2 },
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{ "r_showfps", "show the frame rate counter", (void *)&ud.showfps, CVAR_INT, 0, 3 },
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{ "r_showfpsperiod", "time in seconds before averaging min and max stats for r_showfps 2+", (void *)&ud.frameperiod, CVAR_INT, 0, 5 },
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{ "r_shadows", "enable/disable sprite and model shadows", (void *)&ud.shadows, CVAR_BOOL, 0, 1 },
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{ "r_rotatespritenowidescreen", "pass bit 1024 to all CON rotatesprite calls", (void *)&g_rotatespriteNoWidescreen, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
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{ "r_precache", "enable/disable the pre-level caching routine", (void *)&ud.config.useprecache, CVAR_BOOL, 0, 1 },
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{ "r_ambientlight", "sets the global map light level",(void *)&r_ambientlight, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "r_maxfps", "limit the frame rate",(void *)&r_maxfps, CVAR_INT|CVAR_FUNCPTR, 0, 1000 },
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{ "r_maxfpsoffset", "menu-controlled offset for r_maxfps",(void *)&r_maxfpsoffset, CVAR_INT|CVAR_FUNCPTR, -10, 10 },
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{ "sensitivity","changes the mouse sensitivity", (void *)&CONTROL_MouseSensitivity, CVAR_FLOAT|CVAR_FUNCPTR, 0, 25 },
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{ "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
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{ "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
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{ "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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};
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osdcmd_cheatsinfo_stat.cheatnum = -1;
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for (auto & cv : cvars_game)
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{
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switch (cv.flags & (CVAR_FUNCPTR|CVAR_MULTI))
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{
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case CVAR_FUNCPTR:
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OSD_RegisterCvar(&cv, osdcmd_cvar_set_game); break;
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case CVAR_MULTI:
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case CVAR_FUNCPTR|CVAR_MULTI:
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OSD_RegisterCvar(&cv, osdcmd_cvar_set_multi); break;
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default:
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OSD_RegisterCvar(&cv, osdcmd_cvar_set); break;
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}
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}
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// RR
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static osdcvardata_t cvars_game[] =
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{
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{ "in_aimmode", "0:toggle, 1:hold to aim", (void *)&ud.mouseaiming, CVAR_BOOL, 0, 1 },
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{
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"in_mousebias", "emulates the original mouse code's weighting of input towards whichever axis is moving the most at any given time",
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(void *)&ud.config.MouseBias, CVAR_INT, 0, 32
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},
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{ "in_mousedeadzone", "amount of mouse movement to filter out", (void *)&ud.config.MouseDeadZone, CVAR_INT, 0, 512 },
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{ "in_mouseflip", "invert vertical mouse movement", (void *)&ud.mouseflip, CVAR_BOOL, 0, 1 },
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{ "in_mousemode", "toggles vertical mouse view", (void *)&g_myAimMode, CVAR_BOOL, 0, 1 },
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{ "in_mousesmoothing", "enable/disable mouse input smoothing", (void *)&ud.config.SmoothInput, CVAR_BOOL, 0, 1 },
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{ "r_camrefreshdelay", "minimum delay between security camera sprite updates, 120 = 1 second", (void *)&ud.camera_time, CVAR_INT, 1, 240 },
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{ "r_drawweapon", "enable/disable weapon drawing", (void *)&ud.drawweapon, CVAR_INT, 0, 2 },
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{ "r_showfps", "show the frame rate counter", (void *)&ud.showfps, CVAR_INT, 0, 3 },
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{ "r_showfpsperiod", "time in seconds before averaging min and max stats for r_showfps 2+", (void *)&ud.frameperiod, CVAR_INT, 0, 5 },
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{ "r_shadows", "enable/disable sprite and model shadows", (void *)&ud.shadows, CVAR_BOOL, 0, 1 },
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{ "r_rotatespritenowidescreen", "pass bit 1024 to all CON rotatesprite calls", (void *)&g_rotatespriteNoWidescreen, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
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{ "r_precache", "enable/disable the pre-level caching routine", (void *)&ud.config.useprecache, CVAR_BOOL, 0, 1 },
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{ "r_ambientlight", "sets the global map light level",(void *)&r_ambientlight, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "r_maxfps", "limit the frame rate",(void *)&r_maxfps, CVAR_INT|CVAR_FUNCPTR, 0, 1000 },
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{ "r_maxfpsoffset", "menu-controlled offset for r_maxfps",(void *)&r_maxfpsoffset, CVAR_INT|CVAR_FUNCPTR, -10, 10 },
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{ "sensitivity","changes the mouse sensitivity", (void *)&CONTROL_MouseSensitivity, CVAR_FLOAT|CVAR_FUNCPTR, 0, 25 },
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{ "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
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{ "team","change team in multiplayer", (void *)&ud.team, CVAR_INT|CVAR_MULTI, 0, 3 },
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{ "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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};
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osdcmd_cheatsinfo_stat.cheatnum = -1;
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for (auto & cv : cvars_game)
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{
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switch (cv.flags & (CVAR_FUNCPTR|CVAR_MULTI))
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{
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case CVAR_FUNCPTR:
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OSD_RegisterCvar(&cv, osdcmd_cvar_set_game); break;
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case CVAR_MULTI:
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case CVAR_FUNCPTR|CVAR_MULTI:
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OSD_RegisterCvar(&cv, osdcmd_cvar_set_multi); break;
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default:
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OSD_RegisterCvar(&cv, osdcmd_cvar_set); break;
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}
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}
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// Blood
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int32_t registerosdcommands(void)
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{
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char buffer[256];
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static osdcvardata_t cvars_game[] =
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{
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{ "in_aimmode", "0:toggle, 1:hold to aim", (void *)&gMouseAiming, CVAR_BOOL, 0, 1 },
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{
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"in_mousebias", "emulates the original mouse code's weighting of input towards whichever axis is moving the most at any given time",
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(void *)&MouseBias, CVAR_INT, 0, 32
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},
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{ "in_mousedeadzone", "amount of mouse movement to filter out", (void *)&MouseDeadZone, CVAR_INT, 0, 512 },
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{ "in_mouseflip", "invert vertical mouse movement", (void *)&gMouseAimingFlipped, CVAR_BOOL, 0, 1 },
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{ "in_mousemode", "toggles vertical mouse view", (void *)&gMouseAim, CVAR_BOOL, 0, 1 },
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{ "in_mousesmoothing", "enable/disable mouse input smoothing", (void *)&SmoothInput, CVAR_BOOL, 0, 1 },
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//
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// { "r_camrefreshdelay", "minimum delay between security camera sprite updates, 120 = 1 second", (void *)&ud.camera_time, CVAR_INT, 1, 240 },
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// { "r_drawweapon", "enable/disable weapon drawing", (void *)&ud.drawweapon, CVAR_INT, 0, 2 },
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{ "r_showfps", "show the frame rate counter", (void *)&gShowFps, CVAR_INT, 0, 3 },
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{ "r_showfpsperiod", "time in seconds before averaging min and max stats for r_showfps 2+", (void *)&gFramePeriod, CVAR_INT, 0, 5 },
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// { "r_shadows", "enable/disable sprite and model shadows", (void *)&ud.shadows, CVAR_BOOL, 0, 1 },
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// { "r_rotatespritenowidescreen", "pass bit 1024 to all CON rotatesprite calls", (void *)&g_rotatespriteNoWidescreen, CVAR_BOOL|CVAR_FUNCPTR, 0, 1 },
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},
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|
{ "r_precache", "enable/disable the pre-level caching routine", (void *)&useprecache, CVAR_BOOL, 0, 1 },
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//
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|
{ "r_ambientlight", "sets the global map light level",(void *)&r_ambientlight, CVAR_FLOAT|CVAR_FUNCPTR, 0, 10 },
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{ "r_maxfps", "limit the frame rate",(void *)&r_maxfps, CVAR_INT|CVAR_FUNCPTR, 0, 1000 },
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{ "r_maxfpsoffset", "menu-controlled offset for r_maxfps",(void *)&r_maxfpsoffset, CVAR_INT|CVAR_FUNCPTR, -10, 10 },
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|
|
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{ "sensitivity","changes the mouse sensitivity", (void *)&CONTROL_MouseSensitivity, CVAR_FLOAT|CVAR_FUNCPTR, 0, 25 },
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|
//
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|
// { "skill","changes the game skill setting", (void *)&ud.m_player_skill, CVAR_INT|CVAR_FUNCPTR|CVAR_NOSAVE/*|CVAR_NOMULTI*/, 0, 5 },
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//
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// { "wchoice","sets weapon autoselection order", (void *)ud.wchoice, CVAR_STRING|CVAR_FUNCPTR, 0, MAX_WEAPONS },
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|
};
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|
//
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|
// osdcmd_cheatsinfo_stat.cheatnum = -1;
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|
//
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|
for (auto & cv : cvars_game)
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|
{
|
|
switch (cv.flags & (CVAR_FUNCPTR|CVAR_MULTI))
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|
{
|
|
case CVAR_FUNCPTR:
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|
OSD_RegisterCvar(&cv, osdcmd_cvar_set_game); break;
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|
case CVAR_MULTI:
|
|
case CVAR_FUNCPTR|CVAR_MULTI:
|
|
OSD_RegisterCvar(&cv, osdcmd_cvar_set_multi); break;
|
|
default:
|
|
OSD_RegisterCvar(&cv, osdcmd_cvar_set); break;
|
|
}
|
|
}
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|
|
|
// These I don't care about.
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|
//{ "r_upscalefactor", "increase performance by rendering at upscalefactor less than the screen resolution and upscale to the full resolution in the software renderer", (void *)&ud.detail, CVAR_INT|CVAR_FUNCPTR, 1, 16 },
|
|
//{ "r_upscalefactor", "increase performance by rendering at upscalefactor less than the screen resolution and upscale to the full resolution in the software renderer", (void *)&gUpscaleFactor, CVAR_INT|CVAR_FUNCPTR, 1, 16
|
|
|
|
// These have to wait until the HUD code is cleaned up (no idea which may survive and which won't.)
|
|
/*
|
|
{ "hud_position", "aligns the status bar to the bottom/top", (void*)&ud.hudontop, CVAR_BOOL, 0, 1 },
|
|
{ "hud_bgstretch", "enable/disable background image stretching in wide resolutions", (void*)&ud.bgstretch, CVAR_BOOL, 0, 1 },
|
|
{ "hud_messagetime", "length of time to display multiplayer chat messages", (void*)&ud.msgdisptime, CVAR_INT, 0, 3600 },
|
|
{ "hud_numbertile", "first tile in alt hud number set", (void*)&althud_numbertile, CVAR_INT, 0, MAXUSERTILES - 10 },
|
|
{ "hud_numberpal", "pal for alt hud numbers", (void*)&althud_numberpal, CVAR_INT, 0, MAXPALOOKUPS - 1 },
|
|
{ "hud_shadows", "enable/disable althud shadows", (void*)&althud_shadows, CVAR_BOOL, 0, 1 },
|
|
{ "hud_flashing", "enable/disable althud flashing", (void*)&althud_flashing, CVAR_BOOL, 0, 1 },
|
|
{ "hud_glowingquotes", "enable/disable \"glowing\" quote text", (void*)&hud_glowingquotes, CVAR_BOOL, 0, 1 },
|
|
{ "hud_textscale", "sets multiplayer chat message size", (void*)&ud.textscale, CVAR_INT, 100, 400 },
|
|
{ "hud_weaponscale","changes the weapon scale", (void*)&ud.weaponscale, CVAR_INT, 10, 100 },
|
|
|
|
{ "hud_messages", "enable/disable showing messages", (void*)&gMessageState, CVAR_BOOL, 0, 1 },
|
|
{ "hud_powerupduration", "enable/disable displaying the remaining seconds for power-ups", (void*)&gPowerupDuration, CVAR_BOOL, 0, 1 },
|
|
|
|
// 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 },
|
|
|
|
*/
|
|
#endif
|