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const char * | si_gameTypeArgs [] = { "singleplayer", "deathmatch", "Tourney", "Team DM", "Last Man", NULL } |
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const char * | si_readyArgs [] = { "Not Ready", "Ready", NULL } |
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const char * | si_spectateArgs [] = { "Play", "Spectate", NULL } |
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const char * | ui_skinArgs [] = { "skins/characters/player/marine_mp", "skins/characters/player/marine_mp_red", "skins/characters/player/marine_mp_blue", "skins/characters/player/marine_mp_green", "skins/characters/player/marine_mp_yellow", NULL } |
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const char * | ui_teamArgs [] = { "Red", "Blue", NULL } |
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struct gameVersion_s | gameVersion |
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idCVar | g_version ("g_version", gameVersion.string, CVAR_GAME|CVAR_ROM,"game version") |
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idCVar | gamename ("gamename", GAME_VERSION, CVAR_GAME|CVAR_SERVERINFO|CVAR_ROM,"") |
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idCVar | gamedate ("gamedate", __DATE__, CVAR_GAME|CVAR_ROM,"") |
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idCVar | si_name ("si_name","DOOM Server", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"name of the server") |
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idCVar | si_gameType ("si_gameType", si_gameTypeArgs[0], CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"game type - singleplayer, deathmatch, Tourney, Team DM or Last Man", si_gameTypeArgs, idCmdSystem::ArgCompletion_String< si_gameTypeArgs >) |
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idCVar | si_map ("si_map","game/mp/d3dm1", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"map to be played next on server", idCmdSystem::ArgCompletion_MapName) |
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idCVar | si_maxPlayers ("si_maxPlayers","8", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"max number of players allowed on the server", 1, 8) |
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idCVar | si_fragLimit ("si_fragLimit","10", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"frag limit", 1, MP_PLAYER_MAXFRAGS) |
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idCVar | si_timeLimit ("si_timeLimit","10", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"time limit in minutes", 0, 60) |
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idCVar | si_teamDamage ("si_teamDamage","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"enable team damage") |
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idCVar | si_warmup ("si_warmup","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"do pre-game warmup") |
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idCVar | si_usePass ("si_usePass","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"enable client password checking") |
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idCVar | si_pure ("si_pure","1", CVAR_GAME|CVAR_SERVERINFO|CVAR_BOOL,"server is pure and does not allow modified data") |
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idCVar | si_spectators ("si_spectators","1", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"allow spectators or require all clients to play") |
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idCVar | si_serverURL ("si_serverURL","", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"where to reach the server admins and get information about the server") |
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idCVar | ui_name ("ui_name","Player", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player name") |
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idCVar | ui_skin ("ui_skin", ui_skinArgs[0], CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String< ui_skinArgs >) |
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idCVar | ui_team ("ui_team", ui_teamArgs[0], CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player team", ui_teamArgs, idCmdSystem::ArgCompletion_String< ui_teamArgs >) |
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idCVar | ui_autoSwitch ("ui_autoSwitch","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"auto switch weapon") |
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idCVar | ui_autoReload ("ui_autoReload","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"auto reload weapon") |
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idCVar | ui_showGun ("ui_showGun","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"show gun") |
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idCVar | ui_ready ("ui_ready", si_readyArgs[0], CVAR_GAME|CVAR_USERINFO,"player is ready to start playing", idCmdSystem::ArgCompletion_String< si_readyArgs >) |
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idCVar | ui_spectate ("ui_spectate", si_spectateArgs[0], CVAR_GAME|CVAR_USERINFO,"play or spectate", idCmdSystem::ArgCompletion_String< si_spectateArgs >) |
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idCVar | ui_chat ("ui_chat","0", CVAR_GAME|CVAR_USERINFO|CVAR_BOOL|CVAR_ROM|CVAR_CHEAT,"player is chatting") |
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idCVar | developer ("developer","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | r_aspectRatio ("r_aspectRatio","0", CVAR_RENDERER|CVAR_INTEGER|CVAR_ARCHIVE,"aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10", 0, 2) |
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idCVar | g_cinematic ("g_cinematic","1", CVAR_GAME|CVAR_BOOL,"skips updating entities that aren't marked 'cinematic' '1' during cinematics") |
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idCVar | g_cinematicMaxSkipTime ("g_cinematicMaxSkipTime","600", CVAR_GAME|CVAR_FLOAT,"# of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.", 0, 3600) |
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idCVar | g_muzzleFlash ("g_muzzleFlash","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show muzzle flashes") |
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idCVar | g_projectileLights ("g_projectileLights","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show dynamic lights on projectiles") |
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idCVar | g_bloodEffects ("g_bloodEffects","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show blood splats, sprays and gibs") |
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idCVar | g_doubleVision ("g_doubleVision","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show double vision when taking damage") |
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idCVar | g_monsters ("g_monsters","1", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_decals ("g_decals","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show decals such as bullet holes") |
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idCVar | g_knockback ("g_knockback","1000", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | g_skill ("g_skill","1", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | g_nightmare ("g_nightmare","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"if nightmare mode is allowed") |
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idCVar | g_gravity ("g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_skipFX ("g_skipFX","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_skipParticles ("g_skipParticles","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_disasm ("g_disasm","0", CVAR_GAME|CVAR_BOOL,"disassemble script into base/script/disasm.txt on the local drive when script is compiled") |
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idCVar | g_debugBounds ("g_debugBounds","0", CVAR_GAME|CVAR_BOOL,"checks for models with bounds > 2048") |
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idCVar | g_debugAnim ("g_debugAnim","-1", CVAR_GAME|CVAR_INTEGER,"displays information on which animations are playing on the specified entity number. set to -1 to disable.") |
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idCVar | g_debugMove ("g_debugMove","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_debugDamage ("g_debugDamage","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_debugWeapon ("g_debugWeapon","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_debugScript ("g_debugScript","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_debugMover ("g_debugMover","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_debugTriggers ("g_debugTriggers","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_debugCinematic ("g_debugCinematic","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_stopTime ("g_stopTime","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_damageScale ("g_damageScale","1", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"scale final damage on player by this factor") |
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idCVar | g_armorProtection ("g_armorProtection","0.3", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"armor takes this percentage of damage") |
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idCVar | g_armorProtectionMP ("g_armorProtectionMP","0.6", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"armor takes this percentage of damage in mp") |
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idCVar | g_useDynamicProtection ("g_useDynamicProtection","1", CVAR_GAME|CVAR_BOOL|CVAR_ARCHIVE,"scale damage and armor dynamically to keep the player alive more often") |
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idCVar | g_healthTakeTime ("g_healthTakeTime","5", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how often to take health in nightmare mode") |
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idCVar | g_healthTakeAmt ("g_healthTakeAmt","5", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how much health to take in nightmare mode") |
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idCVar | g_healthTakeLimit ("g_healthTakeLimit","25", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how low can health get taken in nightmare mode") |
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idCVar | g_showPVS ("g_showPVS","0", CVAR_GAME|CVAR_INTEGER,"", 0, 2) |
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idCVar | g_showTargets ("g_showTargets","0", CVAR_GAME|CVAR_BOOL,"draws entities and thier targets. hidden entities are drawn grey.") |
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idCVar | g_showTriggers ("g_showTriggers","0", CVAR_GAME|CVAR_BOOL,"draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey.") |
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idCVar | g_showCollisionWorld ("g_showCollisionWorld","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_showCollisionModels ("g_showCollisionModels","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_showCollisionTraces ("g_showCollisionTraces","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_maxShowDistance ("g_maxShowDistance","128", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_showEntityInfo ("g_showEntityInfo","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_showviewpos ("g_showviewpos","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_showcamerainfo ("g_showcamerainfo","0", CVAR_GAME|CVAR_ARCHIVE,"displays the current frame # for the camera when playing cinematics") |
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idCVar | g_showTestModelFrame ("g_showTestModelFrame","0", CVAR_GAME|CVAR_BOOL,"displays the current animation and frame # for testmodels") |
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idCVar | g_showActiveEntities ("g_showActiveEntities","0", CVAR_GAME|CVAR_BOOL,"draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green.") |
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idCVar | g_showEnemies ("g_showEnemies","0", CVAR_GAME|CVAR_BOOL,"draws boxes around monsters that have targeted the the player") |
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idCVar | g_frametime ("g_frametime","0", CVAR_GAME|CVAR_BOOL,"displays timing information for each game frame") |
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idCVar | g_timeentities ("g_timeEntities","0", CVAR_GAME|CVAR_FLOAT,"when non-zero, shows entities whose think functions exceeded the # of milliseconds specified") |
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idCVar | ai_debugScript ("ai_debugScript","-1", CVAR_GAME|CVAR_INTEGER,"displays script calls for the specified monster entity number") |
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idCVar | ai_debugMove ("ai_debugMove","0", CVAR_GAME|CVAR_BOOL,"draws movement information for monsters") |
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idCVar | ai_debugTrajectory ("ai_debugTrajectory","0", CVAR_GAME|CVAR_BOOL,"draws trajectory tests for monsters") |
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idCVar | ai_testPredictPath ("ai_testPredictPath","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | ai_showCombatNodes ("ai_showCombatNodes","0", CVAR_GAME|CVAR_BOOL,"draws attack cones for monsters") |
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idCVar | ai_showPaths ("ai_showPaths","0", CVAR_GAME|CVAR_BOOL,"draws path_* entities") |
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idCVar | ai_showObstacleAvoidance ("ai_showObstacleAvoidance","0", CVAR_GAME|CVAR_INTEGER,"draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
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idCVar | ai_blockedFailSafe ("ai_blockedFailSafe","1", CVAR_GAME|CVAR_BOOL,"enable blocked fail safe handling") |
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idCVar | g_dvTime ("g_dvTime","1", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_dvAmplitude ("g_dvAmplitude","0.001", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_dvFrequency ("g_dvFrequency","0.5", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_kickTime ("g_kickTime","1", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_kickAmplitude ("g_kickAmplitude","0.0001", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_blobTime ("g_blobTime","1", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_blobSize ("g_blobSize","1", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_testHealthVision ("g_testHealthVision","0", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_editEntityMode ("g_editEntityMode","0", CVAR_GAME|CVAR_INTEGER,"0 = off\n""1 = lights\n""2 = sounds\n""3 = articulated figures\n""4 = particle systems\n""5 = monsters\n""6 = entity names\n""7 = entity models", 0, 7, idCmdSystem::ArgCompletion_Integer< 0, 7 >) |
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idCVar | g_dragEntity ("g_dragEntity","0", CVAR_GAME|CVAR_BOOL,"allows dragging physics objects around by placing the crosshair over them and holding the fire button") |
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idCVar | g_dragDamping ("g_dragDamping","0.5", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_dragShowSelection ("g_dragShowSelection","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_dropItemRotation ("g_dropItemRotation","", CVAR_GAME,"") |
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idCVar | g_vehicleVelocity ("g_vehicleVelocity","1000", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_vehicleForce ("g_vehicleForce","50000", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_vehicleSuspensionUp ("g_vehicleSuspensionUp","32", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_vehicleSuspensionDown ("g_vehicleSuspensionDown","20", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_vehicleSuspensionKCompress ("g_vehicleSuspensionKCompress","200", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_vehicleSuspensionDamping ("g_vehicleSuspensionDamping","400", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_vehicleTireFriction ("g_vehicleTireFriction","0.8", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | ik_enable ("ik_enable","1", CVAR_GAME|CVAR_BOOL,"enable IK") |
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idCVar | ik_debug ("ik_debug","0", CVAR_GAME|CVAR_BOOL,"show IK debug lines") |
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idCVar | af_useLinearTime ("af_useLinearTime","1", CVAR_GAME|CVAR_BOOL,"use linear time algorithm for tree-like structures") |
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idCVar | af_useImpulseFriction ("af_useImpulseFriction","0", CVAR_GAME|CVAR_BOOL,"use impulse based contact friction") |
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idCVar | af_useJointImpulseFriction ("af_useJointImpulseFriction","0", CVAR_GAME|CVAR_BOOL,"use impulse based joint friction") |
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idCVar | af_useSymmetry ("af_useSymmetry","1", CVAR_GAME|CVAR_BOOL,"use constraint matrix symmetry") |
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idCVar | af_skipSelfCollision ("af_skipSelfCollision","0", CVAR_GAME|CVAR_BOOL,"skip self collision detection") |
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idCVar | af_skipLimits ("af_skipLimits","0", CVAR_GAME|CVAR_BOOL,"skip joint limits") |
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idCVar | af_skipFriction ("af_skipFriction","0", CVAR_GAME|CVAR_BOOL,"skip friction") |
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idCVar | af_forceFriction ("af_forceFriction","-1", CVAR_GAME|CVAR_FLOAT,"force the given friction value") |
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idCVar | af_maxLinearVelocity ("af_maxLinearVelocity","128", CVAR_GAME|CVAR_FLOAT,"maximum linear velocity") |
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idCVar | af_maxAngularVelocity ("af_maxAngularVelocity","1.57", CVAR_GAME|CVAR_FLOAT,"maximum angular velocity") |
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idCVar | af_timeScale ("af_timeScale","1", CVAR_GAME|CVAR_FLOAT,"scales the time") |
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idCVar | af_jointFrictionScale ("af_jointFrictionScale","0", CVAR_GAME|CVAR_FLOAT,"scales the joint friction") |
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idCVar | af_contactFrictionScale ("af_contactFrictionScale","0", CVAR_GAME|CVAR_FLOAT,"scales the contact friction") |
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idCVar | af_highlightBody ("af_highlightBody","", CVAR_GAME,"name of the body to highlight") |
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idCVar | af_highlightConstraint ("af_highlightConstraint","", CVAR_GAME,"name of the constraint to highlight") |
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idCVar | af_showTimings ("af_showTimings","0", CVAR_GAME|CVAR_BOOL,"show articulated figure cpu usage") |
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idCVar | af_showConstraints ("af_showConstraints","0", CVAR_GAME|CVAR_BOOL,"show constraints") |
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idCVar | af_showConstraintNames ("af_showConstraintNames","0", CVAR_GAME|CVAR_BOOL,"show constraint names") |
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idCVar | af_showConstrainedBodies ("af_showConstrainedBodies","0", CVAR_GAME|CVAR_BOOL,"show the two bodies contrained by the highlighted constraint") |
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idCVar | af_showPrimaryOnly ("af_showPrimaryOnly","0", CVAR_GAME|CVAR_BOOL,"show primary constraints only") |
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idCVar | af_showTrees ("af_showTrees","0", CVAR_GAME|CVAR_BOOL,"show tree-like structures") |
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idCVar | af_showLimits ("af_showLimits","0", CVAR_GAME|CVAR_BOOL,"show joint limits") |
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idCVar | af_showBodies ("af_showBodies","0", CVAR_GAME|CVAR_BOOL,"show bodies") |
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idCVar | af_showBodyNames ("af_showBodyNames","0", CVAR_GAME|CVAR_BOOL,"show body names") |
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idCVar | af_showMass ("af_showMass","0", CVAR_GAME|CVAR_BOOL,"show the mass of each body") |
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idCVar | af_showTotalMass ("af_showTotalMass","0", CVAR_GAME|CVAR_BOOL,"show the total mass of each articulated figure") |
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idCVar | af_showInertia ("af_showInertia","0", CVAR_GAME|CVAR_BOOL,"show the inertia tensor of each body") |
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idCVar | af_showVelocity ("af_showVelocity","0", CVAR_GAME|CVAR_BOOL,"show the velocity of each body") |
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idCVar | af_showActive ("af_showActive","0", CVAR_GAME|CVAR_BOOL,"show tree-like structures of articulated figures not at rest") |
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idCVar | af_testSolid ("af_testSolid","1", CVAR_GAME|CVAR_BOOL,"test for bodies initially stuck in solid") |
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idCVar | rb_showTimings ("rb_showTimings","0", CVAR_GAME|CVAR_BOOL,"show rigid body cpu usage") |
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idCVar | rb_showBodies ("rb_showBodies","0", CVAR_GAME|CVAR_BOOL,"show rigid bodies") |
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idCVar | rb_showMass ("rb_showMass","0", CVAR_GAME|CVAR_BOOL,"show the mass of each rigid body") |
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idCVar | rb_showInertia ("rb_showInertia","0", CVAR_GAME|CVAR_BOOL,"show the inertia tensor of each rigid body") |
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idCVar | rb_showVelocity ("rb_showVelocity","0", CVAR_GAME|CVAR_BOOL,"show the velocity of each rigid body") |
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idCVar | rb_showActive ("rb_showActive","0", CVAR_GAME|CVAR_BOOL,"show rigid bodies that are not at rest") |
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idCVar | pm_jumpheight ("pm_jumpheight","48", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"approximate hieght the player can jump") |
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idCVar | pm_stepsize ("pm_stepsize","16", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"maximum height the player can step up without jumping") |
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idCVar | pm_crouchspeed ("pm_crouchspeed","80", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while crouched") |
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idCVar | pm_walkspeed ("pm_walkspeed","140", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while walking") |
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idCVar | pm_runspeed ("pm_runspeed","220", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while running") |
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idCVar | pm_noclipspeed ("pm_noclipspeed","200", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while in noclip") |
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idCVar | pm_spectatespeed ("pm_spectatespeed","450", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while spectating") |
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idCVar | pm_spectatebbox ("pm_spectatebbox","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"size of the spectator bounding box") |
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idCVar | pm_usecylinder ("pm_usecylinder","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"use a cylinder approximation instead of a bounding box for player collision detection") |
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idCVar | pm_minviewpitch ("pm_minviewpitch","-89", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"amount player's view can look up (negative values are up)") |
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idCVar | pm_maxviewpitch ("pm_maxviewpitch","89", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"amount player's view can look down") |
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idCVar | pm_stamina ("pm_stamina","24", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"length of time player can run") |
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idCVar | pm_staminathreshold ("pm_staminathreshold","45", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"when stamina drops below this value, player gradually slows to a walk") |
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idCVar | pm_staminarate ("pm_staminarate","0.75", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge.") |
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idCVar | pm_crouchheight ("pm_crouchheight","38", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while crouched") |
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idCVar | pm_crouchviewheight ("pm_crouchviewheight","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while crouched") |
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idCVar | pm_normalheight ("pm_normalheight","74", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while standing") |
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idCVar | pm_normalviewheight ("pm_normalviewheight","68", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while standing") |
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idCVar | pm_deadheight ("pm_deadheight","20", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while dead") |
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idCVar | pm_deadviewheight ("pm_deadviewheight","10", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while dead") |
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idCVar | pm_crouchrate ("pm_crouchrate","0.87", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"time it takes for player's view to change from standing to crouching") |
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idCVar | pm_bboxwidth ("pm_bboxwidth","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"x/y size of player's bounding box") |
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idCVar | pm_crouchbob ("pm_crouchbob","0.5", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob much faster when crouched") |
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idCVar | pm_walkbob ("pm_walkbob","0.3", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob slowly when walking") |
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idCVar | pm_runbob ("pm_runbob","0.4", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob faster when running") |
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idCVar | pm_runpitch ("pm_runpitch","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"") |
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idCVar | pm_runroll ("pm_runroll","0.005", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"") |
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idCVar | pm_bobup ("pm_bobup","0.005", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"") |
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idCVar | pm_bobpitch ("pm_bobpitch","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"") |
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idCVar | pm_bobroll ("pm_bobroll","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"") |
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idCVar | pm_thirdPersonRange ("pm_thirdPersonRange","80", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"camera distance from player in 3rd person") |
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idCVar | pm_thirdPersonHeight ("pm_thirdPersonHeight","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of camera from normal view height in 3rd person") |
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idCVar | pm_thirdPersonAngle ("pm_thirdPersonAngle","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)") |
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idCVar | pm_thirdPersonClip ("pm_thirdPersonClip","1", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"clip third person view into world space") |
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idCVar | pm_thirdPerson ("pm_thirdPerson","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"enables third person view") |
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idCVar | pm_thirdPersonDeath ("pm_thirdPersonDeath","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"enables third person view when player dies") |
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idCVar | pm_modelView ("pm_modelView","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER,"draws camera from POV of player model (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer< 0, 2 >) |
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idCVar | pm_airTics ("pm_air","1800", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER,"how long in milliseconds the player can go without air before he starts taking damage") |
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idCVar | g_showPlayerShadow ("g_showPlayerShadow","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables shadow of player model") |
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idCVar | g_showHud ("g_showHud","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"") |
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idCVar | g_showProjectilePct ("g_showProjectilePct","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables display of player hit percentage") |
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idCVar | g_showBrass ("g_showBrass","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables ejected shells from weapon") |
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idCVar | g_gun_x ("g_gunX","0", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_gun_y ("g_gunY","0", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_gun_z ("g_gunZ","0", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_viewNodalX ("g_viewNodalX","0", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_viewNodalZ ("g_viewNodalZ","0", CVAR_GAME|CVAR_FLOAT,"") |
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idCVar | g_fov ("g_fov","90", CVAR_GAME|CVAR_INTEGER|CVAR_NOCHEAT,"") |
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idCVar | g_skipViewEffects ("g_skipViewEffects","0", CVAR_GAME|CVAR_BOOL,"skip damage and other view effects") |
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idCVar | g_mpWeaponAngleScale ("g_mpWeaponAngleScale","0", CVAR_GAME|CVAR_FLOAT,"Control the weapon sway in MP") |
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idCVar | g_testParticle ("g_testParticle","0", CVAR_GAME|CVAR_INTEGER,"test particle visualation, set by the particle editor") |
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idCVar | g_testParticleName ("g_testParticleName","", CVAR_GAME,"name of the particle being tested by the particle editor") |
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idCVar | g_testModelRotate ("g_testModelRotate","0", CVAR_GAME,"test model rotation speed") |
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idCVar | g_testPostProcess ("g_testPostProcess","", CVAR_GAME,"name of material to draw over screen") |
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idCVar | g_testModelAnimate ("g_testModelAnimate","0", CVAR_GAME|CVAR_INTEGER,"test model animation,\n""0 = cycle anim with origin reset\n""1 = cycle anim with fixed origin\n""2 = cycle anim with continuous origin\n""3 = frame by frame with continuous origin\n""4 = play anim once", 0, 4, idCmdSystem::ArgCompletion_Integer< 0, 4 >) |
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idCVar | g_testModelBlend ("g_testModelBlend","0", CVAR_GAME|CVAR_INTEGER,"number of frames to blend") |
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idCVar | g_testDeath ("g_testDeath","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_exportMask ("g_exportMask","", CVAR_GAME,"") |
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idCVar | g_flushSave ("g_flushSave","0", CVAR_GAME|CVAR_BOOL,"1 = don't buffer file writing for save games.") |
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idCVar | aas_test ("aas_test","0", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | aas_showAreas ("aas_showAreas","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | aas_showPath ("aas_showPath","0", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | aas_showFlyPath ("aas_showFlyPath","0", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | aas_showWallEdges ("aas_showWallEdges","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | aas_showHideArea ("aas_showHideArea","0", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | aas_pullPlayer ("aas_pullPlayer","0", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | aas_randomPullPlayer ("aas_randomPullPlayer","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | aas_goalArea ("aas_goalArea","0", CVAR_GAME|CVAR_INTEGER,"") |
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idCVar | aas_showPushIntoArea ("aas_showPushIntoArea","0", CVAR_GAME|CVAR_BOOL,"") |
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idCVar | g_password ("g_password","", CVAR_GAME|CVAR_ARCHIVE,"game password") |
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idCVar | password ("password","", CVAR_GAME|CVAR_NOCHEAT,"client password used when connecting") |
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idCVar | g_countDown ("g_countDown","10", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"pregame countdown in seconds", 4, 3600) |
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idCVar | g_gameReviewPause ("g_gameReviewPause","10", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER|CVAR_ARCHIVE,"scores review time in seconds (at end game)", 2, 3600) |
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idCVar | g_TDMArrows ("g_TDMArrows","1", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"draw arrows over teammates in team deathmatch") |
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idCVar | g_balanceTDM ("g_balanceTDM","1", CVAR_GAME|CVAR_BOOL,"maintain even teams") |
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idCVar | net_clientPredictGUI ("net_clientPredictGUI","1", CVAR_GAME|CVAR_BOOL,"test guis in networking without prediction") |
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idCVar | g_voteFlags ("g_voteFlags","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER|CVAR_ARCHIVE,"vote flags. bit mask of votes not allowed on this server\n""bit 0 (+1) restart now\n""bit 1 (+2) time limit\n""bit 2 (+4) frag limit\n""bit 3 (+8) game type\n""bit 4 (+16) kick player\n""bit 5 (+32) change map\n""bit 6 (+64) spectators\n""bit 7 (+128) next map") |
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idCVar | g_mapCycle ("g_mapCycle","mapcycle", CVAR_GAME|CVAR_ARCHIVE,"map cycling script for multiplayer games - see mapcycle.scriptcfg") |
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idCVar | mod_validSkins ("mod_validSkins","skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow", CVAR_GAME|CVAR_ARCHIVE,"valid skins for the game") |
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idCVar | net_serverDownload ("net_serverDownload","0", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration") |
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idCVar | net_serverDlBaseURL ("net_serverDlBaseURL","", CVAR_GAME|CVAR_ARCHIVE,"base URL for the download redirection") |
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idCVar | net_serverDlTable ("net_serverDlTable","", CVAR_GAME|CVAR_ARCHIVE,"pak names for which download is provided, seperated by ;") |
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