mirror of
https://github.com/ZDoom/raze-gles.git
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db9a413f21
GetClosestSpriteSectors(): If newSectCheckMethod is set, then always test midpoints at least once Use new CVAR for tiny Caleb/burning cultists/Cerberus fixes Do not use new GetClosestSpriteSectors() fix for teslaHit() if vanilla explosions is set Do not use GetClosestSpriteSectors() fix for enemies sight scanning if vanilla enemies is set
139 lines
3.5 KiB
C
139 lines
3.5 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(Bool, cl_obituaries)
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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(Float, 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_swsmoothsway)
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EXTERN_CVAR(Bool, cl_showmagamt)
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EXTERN_CVAR(Bool, cl_nomeleeblur)
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EXTERN_CVAR(Bool, cl_exhumedoldturn)
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EXTERN_CVAR(Bool, cl_hudinterpolation)
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EXTERN_CVAR(Bool, cl_bloodvanillarun)
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EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
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EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
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EXTERN_CVAR(Bool, cl_bloodvanillaenemies)
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EXTERN_CVAR(Bool, cl_bloodhudinterp)
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EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
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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_tryformats)
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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_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(Float, hud_scalefactor)
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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_textscale)
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EXTERN_CVAR(Bool, 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(Bool, am_textfont)
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EXTERN_CVAR(Bool, am_showlabel)
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EXTERN_CVAR(Bool, am_nameontop)
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EXTERN_CVAR(Int, r_fov)
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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_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(Bool, in_mousemode)
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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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inline const char* PlayerName(int pindex)
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{
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// Todo: proper implementation of user CVARs.
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return playername;
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}
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inline int Autoaim(int player)
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{
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// Todo: proper implementation of user CVARs.
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return cl_autoaim;
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}
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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_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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enum EHudSize
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{
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Hud_Current = -1,
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Hud_Frame50 = 0,
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Hud_Frame60,
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Hud_Frame70,
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Hud_Frame80,
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Hud_Frame90,
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Hud_Stbar,
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Hud_StbarOverlay,
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Hud_Mini,
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Hud_full,
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Hud_Nothing,
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Hud_MAX
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};
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