doom3-gpl
Doom 3 GPL source release
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Classes | Macros | Variables
SysCvar.cpp File Reference
#include "../../idlib/precompiled.h"
#include "../Game_local.h"

Go to the source code of this file.

Classes

struct  gameVersion_s
 

Macros

#define BUILD_DEBUG   "-release"
 

Variables

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

Macro Definition Documentation

#define BUILD_DEBUG   "-release"

Definition at line 37 of file SysCvar.cpp.

Variable Documentation

idCVar aas_goalArea("aas_goalArea","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar aas_pullPlayer("aas_pullPlayer","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar aas_randomPullPlayer("aas_randomPullPlayer","0", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_showAreas("aas_showAreas","0", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_showFlyPath("aas_showFlyPath","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar aas_showHideArea("aas_showHideArea","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar aas_showPath("aas_showPath","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar aas_showPushIntoArea("aas_showPushIntoArea","0", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_showWallEdges("aas_showWallEdges","0", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_test("aas_test","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar af_contactFrictionScale("af_contactFrictionScale","0", CVAR_GAME|CVAR_FLOAT,"scales the contact friction")
idCVar af_forceFriction("af_forceFriction","-1", CVAR_GAME|CVAR_FLOAT,"force the given friction value")
idCVar af_highlightBody("af_highlightBody","", CVAR_GAME,"name of the body to highlight")
idCVar af_highlightConstraint("af_highlightConstraint","", CVAR_GAME,"name of the constraint to highlight")
idCVar af_jointFrictionScale("af_jointFrictionScale","0", CVAR_GAME|CVAR_FLOAT,"scales the joint friction")
idCVar af_maxAngularVelocity("af_maxAngularVelocity","1.57", CVAR_GAME|CVAR_FLOAT,"maximum angular velocity")
idCVar af_maxLinearVelocity("af_maxLinearVelocity","128", CVAR_GAME|CVAR_FLOAT,"maximum linear velocity")
idCVar af_showActive("af_showActive","0", CVAR_GAME|CVAR_BOOL,"show tree-like structures of articulated figures not at rest")
idCVar af_showBodies("af_showBodies","0", CVAR_GAME|CVAR_BOOL,"show bodies")
idCVar af_showBodyNames("af_showBodyNames","0", CVAR_GAME|CVAR_BOOL,"show body names")
idCVar af_showConstrainedBodies("af_showConstrainedBodies","0", CVAR_GAME|CVAR_BOOL,"show the two bodies contrained by the highlighted constraint")
idCVar af_showConstraintNames("af_showConstraintNames","0", CVAR_GAME|CVAR_BOOL,"show constraint names")
idCVar af_showConstraints("af_showConstraints","0", CVAR_GAME|CVAR_BOOL,"show constraints")
idCVar af_showInertia("af_showInertia","0", CVAR_GAME|CVAR_BOOL,"show the inertia tensor of each body")
idCVar af_showLimits("af_showLimits","0", CVAR_GAME|CVAR_BOOL,"show joint limits")
idCVar af_showMass("af_showMass","0", CVAR_GAME|CVAR_BOOL,"show the mass of each body")
idCVar af_showPrimaryOnly("af_showPrimaryOnly","0", CVAR_GAME|CVAR_BOOL,"show primary constraints only")
idCVar af_showTimings("af_showTimings","0", CVAR_GAME|CVAR_BOOL,"show articulated figure cpu usage")
idCVar af_showTotalMass("af_showTotalMass","0", CVAR_GAME|CVAR_BOOL,"show the total mass of each articulated figure")
idCVar af_showTrees("af_showTrees","0", CVAR_GAME|CVAR_BOOL,"show tree-like structures")
idCVar af_showVelocity("af_showVelocity","0", CVAR_GAME|CVAR_BOOL,"show the velocity of each body")
idCVar af_skipFriction("af_skipFriction","0", CVAR_GAME|CVAR_BOOL,"skip friction")
idCVar af_skipLimits("af_skipLimits","0", CVAR_GAME|CVAR_BOOL,"skip joint limits")
idCVar af_skipSelfCollision("af_skipSelfCollision","0", CVAR_GAME|CVAR_BOOL,"skip self collision detection")
idCVar af_testSolid("af_testSolid","1", CVAR_GAME|CVAR_BOOL,"test for bodies initially stuck in solid")
idCVar af_timeScale("af_timeScale","1", CVAR_GAME|CVAR_FLOAT,"scales the time")
idCVar af_useImpulseFriction("af_useImpulseFriction","0", CVAR_GAME|CVAR_BOOL,"use impulse based contact friction")
idCVar af_useJointImpulseFriction("af_useJointImpulseFriction","0", CVAR_GAME|CVAR_BOOL,"use impulse based joint friction")
idCVar af_useLinearTime("af_useLinearTime","1", CVAR_GAME|CVAR_BOOL,"use linear time algorithm for tree-like structures")
idCVar af_useSymmetry("af_useSymmetry","1", CVAR_GAME|CVAR_BOOL,"use constraint matrix symmetry")
idCVar ai_blockedFailSafe("ai_blockedFailSafe","1", CVAR_GAME|CVAR_BOOL,"enable blocked fail safe handling")
idCVar ai_debugMove("ai_debugMove","0", CVAR_GAME|CVAR_BOOL,"draws movement information for monsters")
idCVar ai_debugScript("ai_debugScript","-1", CVAR_GAME|CVAR_INTEGER,"displays script calls for the specified monster entity number")
idCVar ai_debugTrajectory("ai_debugTrajectory","0", CVAR_GAME|CVAR_BOOL,"draws trajectory tests for monsters")
idCVar ai_showCombatNodes("ai_showCombatNodes","0", CVAR_GAME|CVAR_BOOL,"draws attack cones for monsters")
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 >)
idCVar ai_showPaths("ai_showPaths","0", CVAR_GAME|CVAR_BOOL,"draws path_* entities")
idCVar ai_testPredictPath("ai_testPredictPath","0", CVAR_GAME|CVAR_BOOL,"")
idCVar developer("developer","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_armorProtection("g_armorProtection","0.3", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"armor takes this percentage of damage")
idCVar g_armorProtectionMP("g_armorProtectionMP","0.6", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"armor takes this percentage of damage in mp")
idCVar g_balanceTDM("g_balanceTDM","1", CVAR_GAME|CVAR_BOOL,"maintain even teams")
idCVar g_blobSize("g_blobSize","1", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_blobTime("g_blobTime","1", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_bloodEffects("g_bloodEffects","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show blood splats, sprays and gibs")
idCVar g_cinematic("g_cinematic","1", CVAR_GAME|CVAR_BOOL,"skips updating entities that aren't marked 'cinematic' '1' during cinematics")
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)
idCVar g_countDown("g_countDown","10", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"pregame countdown in seconds", 4, 3600)
idCVar g_damageScale("g_damageScale","1", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"scale final damage on player by this factor")
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.")
idCVar g_debugBounds("g_debugBounds","0", CVAR_GAME|CVAR_BOOL,"checks for models with bounds > 2048")
idCVar g_debugCinematic("g_debugCinematic","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_debugDamage("g_debugDamage","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_debugMove("g_debugMove","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_debugMover("g_debugMover","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_debugScript("g_debugScript","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_debugTriggers("g_debugTriggers","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_debugWeapon("g_debugWeapon","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_decals("g_decals","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show decals such as bullet holes")
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")
idCVar g_doubleVision("g_doubleVision","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show double vision when taking damage")
idCVar g_dragDamping("g_dragDamping","0.5", CVAR_GAME|CVAR_FLOAT,"")
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")
idCVar g_dragShowSelection("g_dragShowSelection","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_dropItemRotation("g_dropItemRotation","", CVAR_GAME,"")
idCVar g_dvAmplitude("g_dvAmplitude","0.001", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_dvFrequency("g_dvFrequency","0.5", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_dvTime("g_dvTime","1", CVAR_GAME|CVAR_FLOAT,"")
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 >)
idCVar g_exportMask("g_exportMask","", CVAR_GAME,"")
idCVar g_flushSave("g_flushSave","0", CVAR_GAME|CVAR_BOOL,"1 = don't buffer file writing for save games.")
idCVar g_fov("g_fov","90", CVAR_GAME|CVAR_INTEGER|CVAR_NOCHEAT,"")
idCVar g_frametime("g_frametime","0", CVAR_GAME|CVAR_BOOL,"displays timing information for each game frame")
idCVar g_gameReviewPause("g_gameReviewPause","10", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_INTEGER|CVAR_ARCHIVE,"scores review time in seconds (at end game)", 2, 3600)
idCVar g_gravity("g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME|CVAR_FLOAT,"")
idCVar g_gun_x("g_gunX","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_gun_y("g_gunY","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_gun_z("g_gunZ","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_healthTakeAmt("g_healthTakeAmt","5", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how much health to take in nightmare mode")
idCVar g_healthTakeLimit("g_healthTakeLimit","25", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how low can health get taken in nightmare mode")
idCVar g_healthTakeTime("g_healthTakeTime","5", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how often to take health in nightmare mode")
idCVar g_kickAmplitude("g_kickAmplitude","0.0001", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_kickTime("g_kickTime","1", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_knockback("g_knockback","1000", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_mapCycle("g_mapCycle","mapcycle", CVAR_GAME|CVAR_ARCHIVE,"map cycling script for multiplayer games - see mapcycle.scriptcfg")
idCVar g_maxShowDistance("g_maxShowDistance","128", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_monsters("g_monsters","1", CVAR_GAME|CVAR_BOOL,"")
idCVar g_mpWeaponAngleScale("g_mpWeaponAngleScale","0", CVAR_GAME|CVAR_FLOAT,"Control the weapon sway in MP")
idCVar g_muzzleFlash("g_muzzleFlash","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show muzzle flashes")
idCVar g_nightmare("g_nightmare","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"if nightmare mode is allowed")
idCVar g_password("g_password","", CVAR_GAME|CVAR_ARCHIVE,"game password")
idCVar g_projectileLights("g_projectileLights","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show dynamic lights on projectiles")
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.")
idCVar g_showBrass("g_showBrass","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables ejected shells from weapon")
idCVar g_showcamerainfo("g_showcamerainfo","0", CVAR_GAME|CVAR_ARCHIVE,"displays the current frame # for the camera when playing cinematics")
idCVar g_showCollisionModels("g_showCollisionModels","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_showCollisionTraces("g_showCollisionTraces","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_showCollisionWorld("g_showCollisionWorld","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_showEnemies("g_showEnemies","0", CVAR_GAME|CVAR_BOOL,"draws boxes around monsters that have targeted the the player")
idCVar g_showEntityInfo("g_showEntityInfo","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_showHud("g_showHud","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"")
idCVar g_showPlayerShadow("g_showPlayerShadow","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables shadow of player model")
idCVar g_showProjectilePct("g_showProjectilePct","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables display of player hit percentage")
idCVar g_showPVS("g_showPVS","0", CVAR_GAME|CVAR_INTEGER,"", 0, 2)
idCVar g_showTargets("g_showTargets","0", CVAR_GAME|CVAR_BOOL,"draws entities and thier targets. hidden entities are drawn grey.")
idCVar g_showTestModelFrame("g_showTestModelFrame","0", CVAR_GAME|CVAR_BOOL,"displays the current animation and frame # for testmodels")
idCVar g_showTriggers("g_showTriggers","0", CVAR_GAME|CVAR_BOOL,"draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey.")
idCVar g_showviewpos("g_showviewpos","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_skill("g_skill","1", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_skipFX("g_skipFX","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_skipParticles("g_skipParticles","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_skipViewEffects("g_skipViewEffects","0", CVAR_GAME|CVAR_BOOL,"skip damage and other view effects")
idCVar g_stopTime("g_stopTime","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_TDMArrows("g_TDMArrows","1", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"draw arrows over teammates in team deathmatch")
idCVar g_testDeath("g_testDeath","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_testHealthVision("g_testHealthVision","0", CVAR_GAME|CVAR_FLOAT,"")
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 >)
idCVar g_testModelBlend("g_testModelBlend","0", CVAR_GAME|CVAR_INTEGER,"number of frames to blend")
idCVar g_testModelRotate("g_testModelRotate","0", CVAR_GAME,"test model rotation speed")
idCVar g_testParticle("g_testParticle","0", CVAR_GAME|CVAR_INTEGER,"test particle visualation, set by the particle editor")
idCVar g_testParticleName("g_testParticleName","", CVAR_GAME,"name of the particle being tested by the particle editor")
idCVar g_testPostProcess("g_testPostProcess","", CVAR_GAME,"name of material to draw over screen")
idCVar g_timeentities("g_timeEntities","0", CVAR_GAME|CVAR_FLOAT,"when non-zero, shows entities whose think functions exceeded the # of milliseconds specified")
idCVar g_useDynamicProtection("g_useDynamicProtection","1", CVAR_GAME|CVAR_BOOL|CVAR_ARCHIVE,"scale damage and armor dynamically to keep the player alive more often")
idCVar g_vehicleForce("g_vehicleForce","50000", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_vehicleSuspensionDamping("g_vehicleSuspensionDamping","400", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_vehicleSuspensionDown("g_vehicleSuspensionDown","20", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_vehicleSuspensionKCompress("g_vehicleSuspensionKCompress","200", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_vehicleSuspensionUp("g_vehicleSuspensionUp","32", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_vehicleTireFriction("g_vehicleTireFriction","0.8", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_vehicleVelocity("g_vehicleVelocity","1000", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_version("g_version", gameVersion.string, CVAR_GAME|CVAR_ROM,"game version")
idCVar g_viewNodalX("g_viewNodalX","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_viewNodalZ("g_viewNodalZ","0", CVAR_GAME|CVAR_FLOAT,"")
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")
idCVar gamedate("gamedate", __DATE__, CVAR_GAME|CVAR_ROM,"")
idCVar gamename("gamename", GAME_VERSION, CVAR_GAME|CVAR_SERVERINFO|CVAR_ROM,"")
struct gameVersion_s gameVersion
idCVar ik_debug("ik_debug","0", CVAR_GAME|CVAR_BOOL,"show IK debug lines")
idCVar ik_enable("ik_enable","1", CVAR_GAME|CVAR_BOOL,"enable IK")
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")
idCVar net_clientPredictGUI("net_clientPredictGUI","1", CVAR_GAME|CVAR_BOOL,"test guis in networking without prediction")
idCVar net_serverDlBaseURL("net_serverDlBaseURL","", CVAR_GAME|CVAR_ARCHIVE,"base URL for the download redirection")
idCVar net_serverDlTable("net_serverDlTable","", CVAR_GAME|CVAR_ARCHIVE,"pak names for which download is provided, seperated by ;")
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")
idCVar password("password","", CVAR_GAME|CVAR_NOCHEAT,"client password used when connecting")
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")
idCVar pm_bboxwidth("pm_bboxwidth","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"x/y size of player's bounding box")
idCVar pm_bobpitch("pm_bobpitch","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar pm_bobroll("pm_bobroll","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar pm_bobup("pm_bobup","0.005", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar pm_crouchbob("pm_crouchbob","0.5", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob much faster when crouched")
idCVar pm_crouchheight("pm_crouchheight","38", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while crouched")
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")
idCVar pm_crouchspeed("pm_crouchspeed","80", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while crouched")
idCVar pm_crouchviewheight("pm_crouchviewheight","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while crouched")
idCVar pm_deadheight("pm_deadheight","20", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while dead")
idCVar pm_deadviewheight("pm_deadviewheight","10", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while dead")
idCVar pm_jumpheight("pm_jumpheight","48", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"approximate hieght the player can jump")
idCVar pm_maxviewpitch("pm_maxviewpitch","89", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"amount player's view can look down")
idCVar pm_minviewpitch("pm_minviewpitch","-89", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"amount player's view can look up (negative values are up)")
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 >)
idCVar pm_noclipspeed("pm_noclipspeed","200", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while in noclip")
idCVar pm_normalheight("pm_normalheight","74", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while standing")
idCVar pm_normalviewheight("pm_normalviewheight","68", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while standing")
idCVar pm_runbob("pm_runbob","0.4", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob faster when running")
idCVar pm_runpitch("pm_runpitch","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar pm_runroll("pm_runroll","0.005", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar pm_runspeed("pm_runspeed","220", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while running")
idCVar pm_spectatebbox("pm_spectatebbox","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"size of the spectator bounding box")
idCVar pm_spectatespeed("pm_spectatespeed","450", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while spectating")
idCVar pm_stamina("pm_stamina","24", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"length of time player can run")
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.")
idCVar pm_staminathreshold("pm_staminathreshold","45", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"when stamina drops below this value, player gradually slows to a walk")
idCVar pm_stepsize("pm_stepsize","16", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"maximum height the player can step up without jumping")
idCVar pm_thirdPerson("pm_thirdPerson","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"enables third person view")
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)")
idCVar pm_thirdPersonClip("pm_thirdPersonClip","1", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"clip third person view into world space")
idCVar pm_thirdPersonDeath("pm_thirdPersonDeath","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"enables third person view when player dies")
idCVar pm_thirdPersonHeight("pm_thirdPersonHeight","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of camera from normal view height in 3rd person")
idCVar pm_thirdPersonRange("pm_thirdPersonRange","80", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"camera distance from player in 3rd person")
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")
idCVar pm_walkbob("pm_walkbob","0.3", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob slowly when walking")
idCVar pm_walkspeed("pm_walkspeed","140", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while walking")
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)
idCVar rb_showActive("rb_showActive","0", CVAR_GAME|CVAR_BOOL,"show rigid bodies that are not at rest")
idCVar rb_showBodies("rb_showBodies","0", CVAR_GAME|CVAR_BOOL,"show rigid bodies")
idCVar rb_showInertia("rb_showInertia","0", CVAR_GAME|CVAR_BOOL,"show the inertia tensor of each rigid body")
idCVar rb_showMass("rb_showMass","0", CVAR_GAME|CVAR_BOOL,"show the mass of each rigid body")
idCVar rb_showTimings("rb_showTimings","0", CVAR_GAME|CVAR_BOOL,"show rigid body cpu usage")
idCVar rb_showVelocity("rb_showVelocity","0", CVAR_GAME|CVAR_BOOL,"show the velocity of each rigid body")
idCVar si_fragLimit("si_fragLimit","10", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"frag limit", 1, MP_PLAYER_MAXFRAGS)
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 >)
const char* si_gameTypeArgs[] = { "singleplayer", "deathmatch", "Tourney", "Team DM", "Last Man", NULL }

Definition at line 49 of file SysCvar.cpp.

idCVar si_map("si_map","game/mp/d3dm1", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"map to be played next on server", idCmdSystem::ArgCompletion_MapName)
idCVar si_maxPlayers("si_maxPlayers","8", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"max number of players allowed on the server", 1, 8)
idCVar si_name("si_name","DOOM Server", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"name of the server")
idCVar si_pure("si_pure","1", CVAR_GAME|CVAR_SERVERINFO|CVAR_BOOL,"server is pure and does not allow modified data")
const char* si_readyArgs[] = { "Not Ready", "Ready", NULL }

Definition at line 52 of file SysCvar.cpp.

idCVar si_serverURL("si_serverURL","", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"where to reach the server admins and get information about the server")
const char* si_spectateArgs[] = { "Play", "Spectate", NULL }

Definition at line 53 of file SysCvar.cpp.

idCVar si_spectators("si_spectators","1", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"allow spectators or require all clients to play")
idCVar si_teamDamage("si_teamDamage","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"enable team damage")
idCVar si_timeLimit("si_timeLimit","10", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"time limit in minutes", 0, 60)
idCVar si_usePass("si_usePass","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"enable client password checking")
idCVar si_warmup("si_warmup","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"do pre-game warmup")
idCVar ui_autoReload("ui_autoReload","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"auto reload weapon")
idCVar ui_autoSwitch("ui_autoSwitch","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"auto switch weapon")
idCVar ui_chat("ui_chat","0", CVAR_GAME|CVAR_USERINFO|CVAR_BOOL|CVAR_ROM|CVAR_CHEAT,"player is chatting")
idCVar ui_name("ui_name","Player", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player name")
idCVar ui_ready("ui_ready", si_readyArgs[0], CVAR_GAME|CVAR_USERINFO,"player is ready to start playing", idCmdSystem::ArgCompletion_String< si_readyArgs >)
idCVar ui_showGun("ui_showGun","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"show gun")
idCVar ui_skin("ui_skin", ui_skinArgs[0], CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String< ui_skinArgs >)
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 }

Definition at line 58 of file SysCvar.cpp.

idCVar ui_spectate("ui_spectate", si_spectateArgs[0], CVAR_GAME|CVAR_USERINFO,"play or spectate", idCmdSystem::ArgCompletion_String< si_spectateArgs >)
idCVar ui_team("ui_team", ui_teamArgs[0], CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player team", ui_teamArgs, idCmdSystem::ArgCompletion_String< ui_teamArgs >)
const char* ui_teamArgs[] = { "Red", "Blue", NULL }

Definition at line 61 of file SysCvar.cpp.