raze/source/core/gamecvars.h
Mitchell Richters 0da2afe3d7 - Duke: Tidy up some of the pitch stuff.
* Remove some extern'd CVARs that didn't need externing.
* Change `player_struct::centeringView()` bool into proper method to handle the operation.
* Operation now properly unsets `SB_CENTERVIEW` if conditions aren't met instead of relying on implied behaviour from the rest of the playsim.
2023-03-26 13:35:12 +11:00

158 lines
3.9 KiB
C

#pragma once
#include "c_cvars.h"
enum
{
kDukePitchLockReturn = 1,
kDukePitchHardLanding = 2,
kDukePitchLandingRecenter = 4,
};
EXTERN_CVAR(Bool, cl_crosshair)
EXTERN_CVAR(Bool, cl_automsg)
EXTERN_CVAR(Int, cl_autoaim)
EXTERN_CVAR(Bool, cl_autorun)
EXTERN_CVAR(Bool, cl_runmode)
EXTERN_CVAR(Bool, cl_autosave)
EXTERN_CVAR(Bool, cl_autosavedeletion)
EXTERN_CVAR(Int, cl_maxautosaves)
EXTERN_CVAR(Bool, cl_obituaries)
EXTERN_CVAR(Bool, cl_idplayers)
EXTERN_CVAR(Bool, cl_viewbob)
EXTERN_CVAR(Bool, cl_weaponsway)
EXTERN_CVAR(Bool, cl_viewhbob)
EXTERN_CVAR(Bool, cl_viewvbob)
EXTERN_CVAR(Bool, cl_interpolate)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Bool, cl_slopetilting)
EXTERN_CVAR(Int, cl_showweapon)
EXTERN_CVAR(Int, cl_weaponswitch)
EXTERN_CVAR(Float, crosshairscale)
EXTERN_CVAR(Bool, cl_sointerpolation)
EXTERN_CVAR(Bool, cl_syncinput)
EXTERN_CVAR(Bool, cl_swsmoothsway)
EXTERN_CVAR(Bool, cl_showmagamt)
EXTERN_CVAR(Bool, cl_nomeleeblur)
EXTERN_CVAR(Bool, cl_hudinterpolation)
EXTERN_CVAR(Bool, cl_bloodvanillarun)
EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
EXTERN_CVAR(Bool, cl_bloodvanillaexplosions)
EXTERN_CVAR(Bool, cl_bloodvanillaenemies)
EXTERN_CVAR(Bool, cl_bloodqavinterp)
EXTERN_CVAR(Bool, cl_bloodweapinterp)
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
EXTERN_CVAR(Bool, cl_loadingscreens)
EXTERN_CVAR(Bool, cl_clampedpitch)
EXTERN_CVAR(Int, cl_dukepitchmode)
EXTERN_CVAR(Bool, demorec_seeds_cvar)
EXTERN_CVAR(Bool, demoplay_diffs)
EXTERN_CVAR(Bool, demoplay_showsync)
EXTERN_CVAR(Bool, demorec_diffs_cvar)
EXTERN_CVAR(Bool, demorec_force_cvar)
EXTERN_CVAR(Int, demorec_difftics_cvar)
EXTERN_CVAR(Bool, snd_ambience)
EXTERN_CVAR(Bool, snd_tryformats)
EXTERN_CVAR(Bool, mus_enabled)
EXTERN_CVAR(Bool, mus_restartonload)
EXTERN_CVAR(Bool, mus_redbook)
EXTERN_CVAR(Int, snd_numchannels)
EXTERN_CVAR(Int, snd_numvoices)
EXTERN_CVAR(Int, snd_speech)
EXTERN_CVAR(Int, mus_device)
EXTERN_CVAR(Int, hud_layout)
EXTERN_CVAR(Float, hud_scalefactor)
EXTERN_CVAR(Int, hud_size)
EXTERN_CVAR(Float, hud_statscale)
EXTERN_CVAR(Int, hud_custom)
EXTERN_CVAR(Bool, hud_showmapname)
EXTERN_CVAR(Bool, hud_position)
EXTERN_CVAR(Bool, hud_bgstretch)
EXTERN_CVAR(Int, hud_textscale)
EXTERN_CVAR(Bool, hud_messages)
EXTERN_CVAR(Int, althud_numbertile)
EXTERN_CVAR(Int, althud_numberpal)
EXTERN_CVAR(Int, althud_shadows)
EXTERN_CVAR(Bool, althud_flashing)
EXTERN_CVAR(Bool, am_textfont)
EXTERN_CVAR(Bool, am_showlabel)
EXTERN_CVAR(Bool, am_nameontop)
EXTERN_CVAR(Int, r_fov)
EXTERN_CVAR(Int, r_drawweapon)
EXTERN_CVAR(Int, r_showfps)
EXTERN_CVAR(Int, r_showfpsperiod)
EXTERN_CVAR(Float, r_ambientlight)
EXTERN_CVAR(Bool, r_shadows)
EXTERN_CVAR(Bool, r_precache)
EXTERN_CVAR(Bool, r_voxels)
EXTERN_CVAR(Int, r_upscalefactor)
EXTERN_CVAR(Float, vid_gamma)
EXTERN_CVAR(Float, vid_contrast)
EXTERN_CVAR(Float, vid_brightness)
EXTERN_CVAR(Int, gl_multisample)
EXTERN_CVAR(Int, gl_ssao)
EXTERN_CVAR(Bool, use_joystick)
EXTERN_CVAR(Bool, in_mousemode)
EXTERN_CVAR(Bool, adult_lockout)
EXTERN_CVAR(String, playername)
EXTERN_CVAR(String, rtsname)
EXTERN_CVAR(String, usermapfolder)
EXTERN_CVAR(Int, m_recstat)
EXTERN_CVAR(Int, m_coop)
EXTERN_CVAR(Int, m_ffire)
EXTERN_CVAR(Int, m_noexits)
EXTERN_CVAR(Int, playercolor)
EXTERN_CVAR(Int, cl_maxdecalamount)
inline const char* PlayerName(size_t pindex)
{
// Todo: proper implementation of user CVARs.
return playername;
}
inline int Autoaim(size_t player)
{
// Todo: proper implementation of user CVARs.
return cl_autoaim;
}
inline int WeaponSwitch(size_t player)
{
// Todo: proper implementation of user CVARs.
return cl_weaponswitch;
}
extern bool gNoAutoLoad;
extern int hud_statusbarrange; // will be set by the game's configuration setup.
bool G_CheckAutorun(bool button);
inline int G_FPSLimit(void) { return 1; }
bool G_AllowAutoload();
enum EHudSize
{
Hud_Current = -1,
Hud_Frame50 = 0,
Hud_Frame60,
Hud_Frame70,
Hud_Frame80,
Hud_Frame90,
Hud_Stbar,
Hud_StbarOverlay,
Hud_Mini,
Hud_Full,
Hud_Althud,
Hud_Nothing,
Hud_MAX
};