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/*
* * gamecvars . cpp
* *
* * most of the game CVARs from the frontend consolidated to only have one instance
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2019 Christoph Oelckers
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
* *
*/
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# include "c_cvars.h"
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# include "gameconfigfile.h"
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# include "gamecontrol.h"
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# include "m_argv.h"
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# include "rts.h"
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# include "stats.h"
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# include "raze_music.h"
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# include "c_dispatch.h"
# include "gstrings.h"
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# include "quotemgr.h"
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# include "gamestruct.h"
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# include "statusbar.h"
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# include "coreactor.h"
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# include "d_net.h"
# include "coreplayer.h"
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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 , false , CVAR_ARCHIVE , " enable/disable modernized run key operation " )
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bool G_CheckAutorun ( bool button )
{
if ( cl_runmode ) return button | | cl_autorun ;
else return button ^ ! ! cl_autorun ;
}
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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.)
CVARD ( Bool , cl_autosavedeletion , true , CVAR_ARCHIVE , " enable/disable automatic deletion of autosaves " ) // Not implemented for Blood
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 ( Bool , cl_obituaries , true , CVAR_ARCHIVE , " enable/disable multiplayer death messages " ) // Not implemented
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CVARD ( Bool , cl_idplayers , true , CVAR_ARCHIVE , " enable/disable name display when aiming at opponents " )
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CVARD ( Bool , cl_weaponsway , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable player weapon swaying " )
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// Todo: Consolidate these to be consistent across games?
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CUSTOM_CVARD ( Int , cl_viewbob , 1 , CVAR_ARCHIVE , " enable/disable player head bobbing " )
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{
if ( self < 0 ) self = 0 ;
else if ( self > 2 ) self = 2 ;
}
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CVARD ( Bool , cl_viewhbob , true , CVAR_ARCHIVE , " enable/disable view horizontal bobbing " ) // Only implemented in Blood
CVARD ( Bool , cl_viewvbob , true , CVAR_ARCHIVE , " enable/disable view vertical bobbing " ) // Only implemented in Blood
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CVARD ( Bool , cl_interpolate , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable view interpolation " )
CVARD ( Bool , cl_slopetilting , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable slope tilting " )
CVARD ( Int , cl_showweapon , 1 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable show weapons " )
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CVARD ( Bool , cl_sointerpolation , true , CVAR_ARCHIVE , " enable/disable sector object interpolation " ) // only implemented in SW
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CVARD ( Bool , cl_syncinput , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable synchronized input with game's tickrate " )
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CVARD ( Bool , cl_swsmoothsway , true , CVAR_ARCHIVE , " move SW weapon left and right smoothly while bobbing " )
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CVARD ( Bool , cl_showmagamt , false , CVAR_ARCHIVE , " show the amount of rounds left in the magazine of your weapon on the modern HUD " )
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CVARD ( Bool , cl_nomeleeblur , false , CVAR_ARCHIVE , " enable/disable blur effect with melee weapons in SW " )
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CVARD ( Bool , cl_hudinterpolation , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable HUD (weapon drawer) interpolation " )
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CVARD ( Bool , cl_bloodvanillarun , true , CVAR_ARCHIVE , " enable/disable Blood's vanilla run mode " )
CVARD ( Bool , cl_bloodvanillabobbing , true , CVAR_ARCHIVE , " enable/disable Blood's vanilla bobbing while not using vanilla run mode " )
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CVARD ( Bool , cl_bloodvanillaexplosions , false , CVAR_ARCHIVE , " enable/disable Blood's vanilla explosion behavior " )
CVARD ( Bool , cl_bloodvanillaenemies , false , CVAR_ARCHIVE , " enable/disable Blood's vanilla enemy behavior " )
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CVARD ( Bool , cl_bloodqavinterp , true , CVAR_ARCHIVE , " enable/disable Blood's QAV interpolation " )
CVARD ( Bool , cl_bloodweapinterp , false , CVAR_ARCHIVE , " enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp' " )
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CVARD ( Bool , cl_bloodoldweapbalance , false , CVAR_ARCHIVE , " enable/disable legacy 1.0 weapon handling for Blood " )
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CVARD ( Bool , cl_loadingscreens , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable loading screens for games " )
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CVARD ( Bool , cl_clampedpitch , true , CVAR_ARCHIVE , " clamp the view pitch to original ranges " )
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CUSTOM_CVARD ( Int , cl_dukepitchmode , 7 , CVAR_ARCHIVE , " customise Duke's myriad of pitch options " )
{
if ( self < 0 ) self = 0 ;
else if ( self > 7 ) self = 7 ;
}
CVARD ( Flag , cl_dukepitchlockreturn , cl_dukepitchmode , 1 , " enable/disable pitch input while returning to centre " ) ;
CVARD ( Flag , cl_dukepitchhardlanding , cl_dukepitchmode , 2 , " enable/disable pitch adjustment from a high fall " ) ;
CVARD ( Flag , cl_dukepitchlandingrecenter , cl_dukepitchmode , 4 , " enable/disable pitch recentreing after a high fall " ) ;
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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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int automodes = ( g_gameType & ( GAMEFLAG_DUKECOMPAT | GAMEFLAG_BLOOD | GAMEFLAG_SW ) ) ? 2 : 1 ;
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if ( self < 0 | | self > automodes ) self = 1 ;
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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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{
if ( self < 0 ) self = 0 ;
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if ( self > 1 & & isSWALL ( ) ) self = 1 ;
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if ( self > 3 ) self = 3 ;
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}
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// Sound
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CUSTOM_CVARD ( Bool , snd_ambience , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL , " enables/disables ambient sounds " ) // Not implemented for Blood
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{
gi - > SetAmbience ( self ) ;
}
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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 , mus_restartonload , false , CVAR_ARCHIVE , " restart the music when loading a saved game with the same map or not " )
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CVARD ( Bool , mus_redbook , true , CVAR_ARCHIVE , " enables/disables redbook audio " )
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CUSTOM_CVARD ( Int , snd_speech , 1 , CVAR_ARCHIVE , " enables/disables player speech " )
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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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}
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// HUD
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CUSTOM_CVARD ( Int , hud_size , Hud_Stbar , CVAR_ARCHIVE , " Defines the HUD size and style " )
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{
if ( self < 0 ) self = 0 ;
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else if ( self > Hud_Nothing ) self = Hud_Nothing ;
else setViewport ( self ) ;
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}
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void HudScaleChanged ( )
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{
setViewport ( hud_size ) ;
}
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// Note: The shift detection here should be part of the key event data, but that requires a lot more work. Ideally use a ShiftBinds mapping. For control through bound keys this should be fine, bunt not for use from the console.
CCMD ( sizeup )
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{
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if ( ! inputState . ShiftPressed ( ) )
{
if ( hud_size < Hud_Nothing )
{
hud_size = hud_size + 1 ;
gi - > PlayHudSound ( ) ;
}
}
else
{
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hud_scalefactor = hud_scalefactor + 0.04f ;
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}
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}
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CCMD ( sizedown )
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{
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if ( ! inputState . ShiftPressed ( ) )
{
if ( hud_size > 0 )
{
hud_size = hud_size - 1 ;
gi - > PlayHudSound ( ) ;
}
}
else
{
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hud_scalefactor = hud_scalefactor - 0.04f ;
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}
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}
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CUSTOM_CVARD ( Float , hud_statscale , 0.5 , CVAR_ARCHIVE , " change the scale of the stats display " )
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{
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if ( self < 0.36f ) self = 0.36f ;
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else if ( self > 1 ) self = 1 ;
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}
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CUSTOM_CVARD ( Int , hud_stats , 0 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable level statistics display " )
{
if ( self < 0 | | self > 3 ) self = 0 ;
}
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CVARD ( Bool , hud_showmapname , true , CVAR_ARCHIVE , " 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 , " enable/disable background image stretching in wide resolutions " )
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CVARD ( Bool , hud_messages , true , CVAR_ARCHIVE , " enable/disable showing messages " )
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// This cannot be done with the 'toggle' CCMD because it needs to control itself when to output the message
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CCMD ( togglemessages )
{
if ( hud_messages )
{
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Printf ( PRINT_MEDIUM | PRINT_NOTIFY , " %s \n " , quoteMgr . GetQuote ( 24 ) ) ;
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hud_messages = false ;
}
else
{
hud_messages = true ;
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Printf ( PRINT_MEDIUM | PRINT_NOTIFY , " %s \n " , quoteMgr . GetQuote ( 23 ) ) ;
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}
}
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CVARD ( Bool , althud_flashing , true , CVAR_ARCHIVE , " enable/disable althud flashing " )
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CUSTOM_CVARD ( Int , r_fov , 90 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " change the field of view " )
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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 , in_mousemode , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " toggles vertical mouse view " )
CVAR ( Bool , silentmouseaimtoggle , false , CVAR_ARCHIVE | CVAR_GLOBALCONFIG )
CCMD ( togglemouseaim )
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{
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in_mousemode = ! in_mousemode ;
if ( ! silentmouseaimtoggle )
{
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Printf ( PRINT_MEDIUM | PRINT_NOTIFY , " %s \n " , in_mousemode ? GStrings ( " TXT_MOUSEAIMON " ) : GStrings ( " TXT_MOUSEAIMOFF " ) ) ;
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}
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}
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CUSTOM_CVARD ( Int , r_drawweapon , 1 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable weapon drawing " )
{
if ( self < 0 | | self > 2 ) self = 1 ;
}
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ADD_STAT ( fps )
{
return gi - > statFPS ( ) ;
}
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ADD_STAT ( coord )
{
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FString out ;
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const auto p = PlayerArray [ myconnectindex ] ;
if ( const auto pActor = p - > GetActor ( ) )
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{
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out . AppendFormat ( " X: %.4f " , pActor - > spr . pos . X ) ;
out . AppendFormat ( " Y: %.4f " , pActor - > spr . pos . Y ) ;
out . AppendFormat ( " Z: %.4f \n " , pActor - > spr . pos . Z ) ;
out . AppendFormat ( " Yaw: %.4f " , pActor - > spr . Angles . Yaw . Degrees ( ) ) ;
out . AppendFormat ( " Pitch: %.4f " , pActor - > spr . Angles . Pitch . Degrees ( ) ) ;
out . AppendFormat ( " Roll: %.4f \n " , pActor - > spr . Angles . Roll . Degrees ( ) ) ;
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out . AppendFormat ( " View Yaw: %.4f " , p - > Angles . ViewAngles . Yaw . Degrees ( ) ) ;
out . AppendFormat ( " View Pitch: %.4f " , p - > Angles . ViewAngles . Pitch . Degrees ( ) ) ;
out . AppendFormat ( " View Roll: %.4f \n " , p - > Angles . ViewAngles . Roll . Degrees ( ) ) ;
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}
return out ;
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}
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CUSTOM_CVARD ( Int , r_showfps , 0 , 0 , " show the frame rate counter " )
{
if ( self < 0 | | self > 3 ) self = 1 ;
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FStat : : EnableStat ( " fps " , self ! = 0 ) ;
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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+ " )
{
if ( self < 0 | | self > 5 ) self = 1 ;
}
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CUSTOM_CVARD ( Float , r_ambientlight , 1.0 , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " sets the global map light level " )
{
if ( self < 0.1f ) self = 0.1f ;
else if ( self > 10.f ) self = 10.f ;
}
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CVARD ( Bool , r_shadows , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable sprite and model shadows " )
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CVARD ( Bool , r_precache , true , CVAR_ARCHIVE | CVAR_GLOBALCONFIG , " enable/disable the pre-level caching routine " )
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CVARD ( Bool , r_voxels , true , CVAR_ARCHIVE , " enable/disable automatic sprite->voxel rendering " )
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CVAR ( Bool , adult_lockout , false , CVAR_ARCHIVE )
CUSTOM_CVAR ( String , playername , " Player " , CVAR_ARCHIVE | CVAR_USERINFO )
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{
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TArray < char > buffer ( strlen ( self ) + 1 , 1 ) ;
if ( buffer . Size ( ) < strlen ( self ) )
{
self = buffer . Data ( ) ;
}
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//Net_SendClientInfo(); This is in the client code. Todo.
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}
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CUSTOM_CVAR ( String , rtsname , " " , CVAR_ARCHIVE | CVAR_USERINFO )
{
RTS_Init ( self ) ;
}
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CVAR ( String , usermapfolder , " " , CVAR_ARCHIVE ) ;
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CUSTOM_CVAR ( Int , playercolor , 0 , CVAR_ARCHIVE | CVAR_USERINFO )
{
if ( self < 0 | | self > 10 ) self = 0 ;
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//else ;// gi->PlayerColorChanged(); // this part is game specific
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}
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// Will only become useful if the obituary system gets overhauled and for localization
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CUSTOM_CVAR ( Int , playergender , 0 , CVAR_USERINFO | CVAR_ARCHIVE )
{
if ( self < 0 | | self > 3 ) self = 0 ;
}
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CUSTOM_CVAR ( Int , cl_maxdecalamount , 1024 , CVAR_ARCHIVE )
{
if ( self < 0 ) self = 0 ;
}
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CVAR ( Int , m_coop , 0 , CVAR_NOSET )
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//CVAR(Int, skill, 2, CVAR_ARCHIVE)
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// Currently unavailable due to dependency on an obsolete OpenGL feature
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//{ "deliriumblur", "enable/disable delirium blur effect(polymost)", (void *)&gDeliriumBlur, CVAR_BOOL, 0, 1 },