29 #include "../../idlib/precompiled.h"
32 #include "../Game_local.h"
35 #define BUILD_DEBUG "-debug"
37 #define BUILD_DEBUG "-release"
47 const char *
si_gameTypeArgs[] = {
"singleplayer",
"deathmatch",
"Tourney",
"Team DM",
"Last Man",
"CTF",
NULL };
49 const char *
si_gameTypeArgs[] = {
"singleplayer",
"deathmatch",
"Tourney",
"Team DM",
"Last Man",
NULL };
56 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",
"skins/characters/player/marine_mp_purple",
"skins/characters/player/marine_mp_grey",
"skins/characters/player/marine_mp_orange",
NULL };
58 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 };
172 idCVar g_testPistolFlashlight(
"g_testPistolFlashlight",
"1",
CVAR_GAME |
CVAR_BOOL,
"Test out having a flashlight out with the pistol" );
179 idCVar g_testFullscreenFX(
"g_testFullscreenFX",
"-1",
CVAR_GAME |
CVAR_INTEGER,
"index will activate specific fx, -2 is for all on, -1 is off" );
181 idCVar g_testMultiplayerFX(
"g_testMultiplayerFX",
"-1",
CVAR_GAME |
CVAR_INTEGER,
"set to 0, 1, 2 to test multiplayer, -1 is off" );
184 idCVar g_moveableDamageScale(
"g_moveableDamageScale",
"0.1",
CVAR_GAME |
CVAR_FLOAT,
"scales damage wrt mass of object in multiplayer" );
217 "3 = articulated figures\n"
218 "4 = particle systems\n"
221 "7 = entity models", 0, 7, idCmdSystem::ArgCompletion_Integer<0,7> );
349 "0 = cycle anim with origin reset\n"
350 "1 = cycle anim with fixed origin\n"
351 "2 = cycle anim with continuous origin\n"
352 "3 = frame by frame with continuous origin\n"
353 "4 = play anim once", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> );
384 "bit 0 (+1) restart now\n"
385 "bit 1 (+2) time limit\n"
386 "bit 2 (+4) frag limit\n"
387 "bit 3 (+8) game type\n"
388 "bit 4 (+16) kick player\n"
389 "bit 5 (+32) change map\n"
390 "bit 6 (+64) spectators\n"
391 "bit 7 (+128) next map" );
395 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;skins/characters/player/marine_mp_purple;skins/characters/player/marine_mp_grey;skins/characters/player/marine_mp_orange",
CVAR_GAME |
CVAR_ARCHIVE,
"valid skins for the game" );
397 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 pm_thirdPersonDeath("pm_thirdPersonDeath","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"enables third person view when player dies")
idCVar g_gun_x("g_gunX","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_skipViewEffects("g_skipViewEffects","0", CVAR_GAME|CVAR_BOOL,"skip damage and other view effects")
idCVar g_version("g_version", gameVersion.string, CVAR_GAME|CVAR_ROM,"game version")
idCVar pm_jumpheight("pm_jumpheight","48", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"approximate hieght the player can jump")
idCVar ui_name("ui_name","Player", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player name")
static void ArgCompletion_MapName(const idCmdArgs &args, void(*callback)(const char *s))
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 af_useJointImpulseFriction("af_useJointImpulseFriction","0", CVAR_GAME|CVAR_BOOL,"use impulse based joint friction")
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_fov("g_fov","90", CVAR_GAME|CVAR_INTEGER|CVAR_NOCHEAT,"")
const char * ui_teamArgs[]
idCVar pm_deadviewheight("pm_deadviewheight","10", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while dead")
idCVar af_forceFriction("af_forceFriction","-1", CVAR_GAME|CVAR_FLOAT,"force the given friction value")
idCVar si_teamDamage("si_teamDamage","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"enable team damage")
idCVar af_skipLimits("af_skipLimits","0", CVAR_GAME|CVAR_BOOL,"skip joint limits")
idCVar pm_crouchheight("pm_crouchheight","38", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while crouched")
idCVar g_damageScale("g_damageScale","1", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"scale final damage on player by this factor")
idCVar g_blobSize("g_blobSize","1", CVAR_GAME|CVAR_FLOAT,"")
idCVar pm_thirdPersonRange("pm_thirdPersonRange","80", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"camera distance from player in 3rd person")
idCVar pm_runbob("pm_runbob","0.4", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob faster when running")
idCVar af_showLimits("af_showLimits","0", CVAR_GAME|CVAR_BOOL,"show joint limits")
idCVar pm_bobroll("pm_bobroll","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar af_showInertia("af_showInertia","0", CVAR_GAME|CVAR_BOOL,"show the inertia tensor of each body")
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_vehicleTireFriction("g_vehicleTireFriction","0.8", CVAR_GAME|CVAR_FLOAT,"")
idCVar af_showConstrainedBodies("af_showConstrainedBodies","0", CVAR_GAME|CVAR_BOOL,"show the two bodies contrained by the highlighted constraint")
idCVar pm_runroll("pm_runroll","0.005", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar pm_crouchspeed("pm_crouchspeed","80", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while crouched")
idCVar ui_autoSwitch("ui_autoSwitch","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"auto switch weapon")
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 si_maxPlayers("si_maxPlayers","8", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"max number of players allowed on the server", 1, 8)
idCVar g_testHealthVision("g_testHealthVision","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_dvAmplitude("g_dvAmplitude","0.001", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_showPlayerShadow("g_showPlayerShadow","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables shadow of player model")
idCVar g_mapCycle("g_mapCycle","mapcycle", CVAR_GAME|CVAR_ARCHIVE,"map cycling script for multiplayer games - see mapcycle.scriptcfg")
idCVar g_debugScript("g_debugScript","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_showHud("g_showHud","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"")
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 g_monsters("g_monsters","1", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_showPushIntoArea("aas_showPushIntoArea","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_dragShowSelection("g_dragShowSelection","0", CVAR_GAME|CVAR_BOOL,"")
idCVar ui_skin("ui_skin", ui_skinArgs[0], CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String< ui_skinArgs >)
idCVar af_showConstraintNames("af_showConstraintNames","0", CVAR_GAME|CVAR_BOOL,"show constraint names")
struct gameVersion_s gameVersion
idCVar g_showTargets("g_showTargets","0", CVAR_GAME|CVAR_BOOL,"draws entities and thier targets. hidden entities are drawn grey.")
idCVar af_showConstraints("af_showConstraints","0", CVAR_GAME|CVAR_BOOL,"show constraints")
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_pure("si_pure","1", CVAR_GAME|CVAR_SERVERINFO|CVAR_BOOL,"server is pure and does not allow modified data")
idCVar af_showMass("af_showMass","0", CVAR_GAME|CVAR_BOOL,"show the mass of each body")
idCVar pm_walkspeed("pm_walkspeed","140", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while walking")
idCVar ui_team("ui_team", ui_teamArgs[0], CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE,"player team", ui_teamArgs, idCmdSystem::ArgCompletion_String< ui_teamArgs >)
idCVar af_showVelocity("af_showVelocity","0", CVAR_GAME|CVAR_BOOL,"show the velocity of each body")
idCVar g_healthTakeLimit("g_healthTakeLimit","25", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how low can health get taken in nightmare mode")
idCVar net_serverDlBaseURL("net_serverDlBaseURL","", CVAR_GAME|CVAR_ARCHIVE,"base URL for the download redirection")
idCVar af_showPrimaryOnly("af_showPrimaryOnly","0", CVAR_GAME|CVAR_BOOL,"show primary constraints only")
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 ai_debugTrajectory("ai_debugTrajectory","0", CVAR_GAME|CVAR_BOOL,"draws trajectory tests for monsters")
#define DEFAULT_GRAVITY_STRING
idCVar g_showCollisionWorld("g_showCollisionWorld","0", CVAR_GAME|CVAR_BOOL,"")
idCVar gamedate("gamedate", __DATE__, CVAR_GAME|CVAR_ROM,"")
idCVar pm_spectatebbox("pm_spectatebbox","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"size of the spectator bounding box")
idCVar ui_chat("ui_chat","0", CVAR_GAME|CVAR_USERINFO|CVAR_BOOL|CVAR_ROM|CVAR_CHEAT,"player is chatting")
idCVar g_viewNodalZ("g_viewNodalZ","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 af_highlightConstraint("af_highlightConstraint","", CVAR_GAME,"name of the constraint to highlight")
idCVar pm_runspeed("pm_runspeed","220", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while running")
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_runpitch("pm_runpitch","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar g_doubleVision("g_doubleVision","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show double vision when taking damage")
idCVar af_showTrees("af_showTrees","0", CVAR_GAME|CVAR_BOOL,"show tree-like structures")
idCVar g_showEnemies("g_showEnemies","0", CVAR_GAME|CVAR_BOOL,"draws boxes around monsters that have targeted the the player")
idCVar rb_showBodies("rb_showBodies","0", CVAR_GAME|CVAR_BOOL,"show rigid bodies")
idCVar g_testParticleName("g_testParticleName","", CVAR_GAME,"name of the particle being tested by the particle editor")
idCVar af_highlightBody("af_highlightBody","", CVAR_GAME,"name of the body to highlight")
idCVar si_name("si_name","DOOM Server", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"name of the server")
idCVar g_armorProtectionMP("g_armorProtectionMP","0.6", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"armor takes this percentage of damage in mp")
idCVar developer("developer","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_testModelRotate("g_testModelRotate","0", CVAR_GAME,"test model rotation speed")
idCVar g_showEntityInfo("g_showEntityInfo","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_skill("g_skill","1", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_testModelBlend("g_testModelBlend","0", CVAR_GAME|CVAR_INTEGER,"number of frames to blend")
idCVar g_countDown("g_countDown","10", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"pregame countdown in seconds", 4, 3600)
idCVar g_dragDamping("g_dragDamping","0.5", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_gun_z("g_gunZ","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar rb_showTimings("rb_showTimings","0", CVAR_GAME|CVAR_BOOL,"show rigid body cpu usage")
idCVar g_testPostProcess("g_testPostProcess","", CVAR_GAME,"name of material to draw over screen")
idCVar g_showTriggers("g_showTriggers","0", CVAR_GAME|CVAR_BOOL,"draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey.")
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_timeentities("g_timeEntities","0", CVAR_GAME|CVAR_FLOAT,"when non-zero, shows entities whose think functions exceeded the # of milliseconds specified")
idCVar ui_ready("ui_ready", si_readyArgs[0], CVAR_GAME|CVAR_USERINFO,"player is ready to start playing", idCmdSystem::ArgCompletion_String< si_readyArgs >)
idCVar pm_stepsize("pm_stepsize","16", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"maximum height the player can step up without jumping")
idCVar g_showcamerainfo("g_showcamerainfo","0", CVAR_GAME|CVAR_ARCHIVE,"displays the current frame # for the camera when playing cinematics")
idCVar g_debugTriggers("g_debugTriggers","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_maxShowDistance("g_maxShowDistance","128", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_cinematic("g_cinematic","1", CVAR_GAME|CVAR_BOOL,"skips updating entities that aren't marked 'cinematic' '1' during cinematics")
idCVar g_dropItemRotation("g_dropItemRotation","", CVAR_GAME,"")
idCVar pm_normalheight("pm_normalheight","74", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while standing")
idCVar pm_maxviewpitch("pm_maxviewpitch","89", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"amount player's view can look down")
const char * si_spectateArgs[]
idCVar g_debugCinematic("g_debugCinematic","0", CVAR_GAME|CVAR_BOOL,"")
idCVar af_showTimings("af_showTimings","0", CVAR_GAME|CVAR_BOOL,"show articulated figure cpu usage")
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 g_vehicleVelocity("g_vehicleVelocity","1000", CVAR_GAME|CVAR_FLOAT,"")
idCVar pm_thirdPersonClip("pm_thirdPersonClip","1", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"clip third person view into world space")
idCVar ui_spectate("ui_spectate", si_spectateArgs[0], CVAR_GAME|CVAR_USERINFO,"play or spectate", idCmdSystem::ArgCompletion_String< si_spectateArgs >)
idCVar pm_bobup("pm_bobup","0.005", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar g_bloodEffects("g_bloodEffects","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show blood splats, sprays and gibs")
idCVar g_debugDamage("g_debugDamage","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_nightmare("g_nightmare","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"if nightmare mode is allowed")
idCVar net_serverDlTable("net_serverDlTable","", CVAR_GAME|CVAR_ARCHIVE,"pak names for which download is provided, seperated by ;")
const char * ui_skinArgs[]
idCVar si_usePass("si_usePass","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"enable client password checking")
idCVar aas_showFlyPath("aas_showFlyPath","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_gravity("g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME|CVAR_FLOAT,"")
idCVar aas_showHideArea("aas_showHideArea","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_showviewpos("g_showviewpos","0", CVAR_GAME|CVAR_BOOL,"")
idCVar af_showTotalMass("af_showTotalMass","0", CVAR_GAME|CVAR_BOOL,"show the total mass of each articulated figure")
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 aas_showAreas("aas_showAreas","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_muzzleFlash("g_muzzleFlash","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show muzzle flashes")
idCVar pm_spectatespeed("pm_spectatespeed","450", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while spectating")
idCVar aas_showPath("aas_showPath","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_debugBounds("g_debugBounds","0", CVAR_GAME|CVAR_BOOL,"checks for models with bounds > 2048")
idCVar af_maxAngularVelocity("af_maxAngularVelocity","1.57", CVAR_GAME|CVAR_FLOAT,"maximum angular velocity")
idCVar ui_autoReload("ui_autoReload","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"auto reload weapon")
idCVar af_showActive("af_showActive","0", CVAR_GAME|CVAR_BOOL,"show tree-like structures of articulated figures not at rest")
idCVar si_fragLimit("si_fragLimit","10", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"frag limit", 1, MP_PLAYER_MAXFRAGS)
idCVar g_TDMArrows("g_TDMArrows","1", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"draw arrows over teammates in team deathmatch")
idCVar pm_normalviewheight("pm_normalviewheight","68", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while standing")
idCVar g_viewNodalX("g_viewNodalX","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_armorProtection("g_armorProtection","0.3", CVAR_GAME|CVAR_FLOAT|CVAR_ARCHIVE,"armor takes this percentage of damage")
idCVar af_useLinearTime("af_useLinearTime","1", CVAR_GAME|CVAR_BOOL,"use linear time algorithm for tree-like structures")
idCVar pm_crouchbob("pm_crouchbob","0.5", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob much faster when crouched")
idCVar rb_showInertia("rb_showInertia","0", CVAR_GAME|CVAR_BOOL,"show the inertia tensor of each rigid body")
idCVar af_showBodyNames("af_showBodyNames","0", CVAR_GAME|CVAR_BOOL,"show body names")
idCVar g_password("g_password","", CVAR_GAME|CVAR_ARCHIVE,"game password")
idCVar g_mpWeaponAngleScale("g_mpWeaponAngleScale","0", CVAR_GAME|CVAR_FLOAT,"Control the weapon sway in MP")
idCVar g_vehicleSuspensionUp("g_vehicleSuspensionUp","32", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_frametime("g_frametime","0", CVAR_GAME|CVAR_BOOL,"displays timing information for each game frame")
idCVar g_debugMove("g_debugMove","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_testDeath("g_testDeath","0", CVAR_GAME|CVAR_BOOL,"")
const char * si_gameTypeArgs[]
idCVar ik_enable("ik_enable","1", CVAR_GAME|CVAR_BOOL,"enable IK")
idCVar g_showCollisionTraces("g_showCollisionTraces","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_healthTakeAmt("g_healthTakeAmt","5", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how much health to take in nightmare mode")
const int MP_PLAYER_MAXFRAGS
const char * si_readyArgs[]
idCVar af_showBodies("af_showBodies","0", CVAR_GAME|CVAR_BOOL,"show bodies")
idCVar g_healthTakeTime("g_healthTakeTime","5", CVAR_GAME|CVAR_INTEGER|CVAR_ARCHIVE,"how often to take health in nightmare mode")
idCVar af_jointFrictionScale("af_jointFrictionScale","0", CVAR_GAME|CVAR_FLOAT,"scales the joint friction")
idCVar si_timeLimit("si_timeLimit","10", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_INTEGER,"time limit in minutes", 0, 60)
idCVar pm_noclipspeed("pm_noclipspeed","200", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"speed the player can move while in noclip")
idCVar pm_bboxwidth("pm_bboxwidth","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"x/y size of player's bounding box")
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_debugScript("ai_debugScript","-1", CVAR_GAME|CVAR_INTEGER,"displays script calls for the specified monster entity number")
idCVar pm_deadheight("pm_deadheight","20", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's bounding box while dead")
idCVar g_debugWeapon("g_debugWeapon","0", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_test("aas_test","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar af_skipSelfCollision("af_skipSelfCollision","0", CVAR_GAME|CVAR_BOOL,"skip self collision detection")
idCVar g_dvTime("g_dvTime","1", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_flushSave("g_flushSave","0", CVAR_GAME|CVAR_BOOL,"1 = don't buffer file writing for save games.")
idCVar g_kickTime("g_kickTime","1", CVAR_GAME|CVAR_FLOAT,"")
idCVar pm_walkbob("pm_walkbob","0.3", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"bob slowly when walking")
idCVar si_serverURL("si_serverURL","", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"where to reach the server admins and get information about the server")
idCVar g_dvFrequency("g_dvFrequency","0.5", CVAR_GAME|CVAR_FLOAT,"")
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 gamename("gamename", GAME_VERSION, CVAR_GAME|CVAR_SERVERINFO|CVAR_ROM,"")
idCVar g_projectileLights("g_projectileLights","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show dynamic lights on projectiles")
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 g_skipFX("g_skipFX","0", CVAR_GAME|CVAR_BOOL,"")
idCVar ui_showGun("ui_showGun","1", CVAR_GAME|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_BOOL,"show gun")
idCVar rb_showMass("rb_showMass","0", CVAR_GAME|CVAR_BOOL,"show the mass of each rigid body")
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_debugMover("g_debugMover","0", CVAR_GAME|CVAR_BOOL,"")
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 net_clientPredictGUI("net_clientPredictGUI","1", CVAR_GAME|CVAR_BOOL,"test guis in networking without prediction")
idCVar g_showTestModelFrame("g_showTestModelFrame","0", CVAR_GAME|CVAR_BOOL,"displays the current animation and frame # for testmodels")
idCVar g_vehicleSuspensionKCompress("g_vehicleSuspensionKCompress","200", CVAR_GAME|CVAR_FLOAT,"")
idCVar af_timeScale("af_timeScale","1", CVAR_GAME|CVAR_FLOAT,"scales the time")
idCVar ai_debugMove("ai_debugMove","0", CVAR_GAME|CVAR_BOOL,"draws movement information for monsters")
idCVar af_testSolid("af_testSolid","1", CVAR_GAME|CVAR_BOOL,"test for bodies initially stuck in solid")
idCVar si_warmup("si_warmup","0", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"do pre-game warmup")
idCVar pm_thirdPerson("pm_thirdPerson","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_BOOL,"enables third person view")
idCVar g_showBrass("g_showBrass","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables ejected shells from weapon")
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 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 si_map("si_map","game/mp/d3dm1", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE,"map to be played next on server", idCmdSystem::ArgCompletion_MapName)
idCVar af_maxLinearVelocity("af_maxLinearVelocity","128", CVAR_GAME|CVAR_FLOAT,"maximum linear velocity")
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_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_exportMask("g_exportMask","", CVAR_GAME,"")
idCVar g_gun_y("g_gunY","0", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_skipParticles("g_skipParticles","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_stopTime("g_stopTime","0", CVAR_GAME|CVAR_BOOL,"")
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_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 ai_showPaths("ai_showPaths","0", CVAR_GAME|CVAR_BOOL,"draws path_* entities")
idCVar g_testParticle("g_testParticle","0", CVAR_GAME|CVAR_INTEGER,"test particle visualation, set by the particle editor")
idCVar pm_thirdPersonHeight("pm_thirdPersonHeight","0", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of camera from normal view height in 3rd person")
idCVar af_useSymmetry("af_useSymmetry","1", CVAR_GAME|CVAR_BOOL,"use constraint matrix symmetry")
idCVar pm_bobpitch("pm_bobpitch","0.002", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"")
idCVar g_showPVS("g_showPVS","0", CVAR_GAME|CVAR_INTEGER,"", 0, 2)
idCVar aas_randomPullPlayer("aas_randomPullPlayer","0", CVAR_GAME|CVAR_BOOL,"")
idCVar aas_goalArea("aas_goalArea","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar g_kickAmplitude("g_kickAmplitude","0.0001", CVAR_GAME|CVAR_FLOAT,"")
idCVar af_useImpulseFriction("af_useImpulseFriction","0", CVAR_GAME|CVAR_BOOL,"use impulse based contact friction")
idCVar g_blobTime("g_blobTime","1", CVAR_GAME|CVAR_FLOAT,"")
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 g_vehicleForce("g_vehicleForce","50000", CVAR_GAME|CVAR_FLOAT,"")
idCVar g_balanceTDM("g_balanceTDM","1", CVAR_GAME|CVAR_BOOL,"maintain even teams")
idCVar password("password","", CVAR_GAME|CVAR_NOCHEAT,"client password used when connecting")
idCVar si_spectators("si_spectators","1", CVAR_GAME|CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_BOOL,"allow spectators or require all clients to play")
idCVar g_vehicleSuspensionDown("g_vehicleSuspensionDown","20", CVAR_GAME|CVAR_FLOAT,"")
idCVar ai_blockedFailSafe("ai_blockedFailSafe","1", CVAR_GAME|CVAR_BOOL,"enable blocked fail safe handling")
idCVar af_contactFrictionScale("af_contactFrictionScale","0", CVAR_GAME|CVAR_FLOAT,"scales the contact friction")
idCVar aas_pullPlayer("aas_pullPlayer","0", CVAR_GAME|CVAR_INTEGER,"")
idCVar rb_showVelocity("rb_showVelocity","0", CVAR_GAME|CVAR_BOOL,"show the velocity of each rigid body")
idCVar g_showCollisionModels("g_showCollisionModels","0", CVAR_GAME|CVAR_BOOL,"")
idCVar ik_debug("ik_debug","0", CVAR_GAME|CVAR_BOOL,"show IK debug lines")
idCVar g_knockback("g_knockback","1000", CVAR_GAME|CVAR_INTEGER,"")
int sprintf(idStr &string, const char *fmt,...)
idCVar g_showProjectilePct("g_showProjectilePct","0", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"enables display of player hit percentage")
idCVar pm_crouchviewheight("pm_crouchviewheight","32", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"height of player's view while crouched")
idCVar rb_showActive("rb_showActive","0", CVAR_GAME|CVAR_BOOL,"show rigid bodies that are not at rest")
idCVar g_vehicleSuspensionDamping("g_vehicleSuspensionDamping","400", CVAR_GAME|CVAR_FLOAT,"")
idCVar af_skipFriction("af_skipFriction","0", CVAR_GAME|CVAR_BOOL,"skip friction")
idCVar aas_showWallEdges("aas_showWallEdges","0", CVAR_GAME|CVAR_BOOL,"")
idCVar g_decals("g_decals","1", CVAR_GAME|CVAR_ARCHIVE|CVAR_BOOL,"show decals such as bullet holes")
idCVar pm_stamina("pm_stamina","24", CVAR_GAME|CVAR_NETWORKSYNC|CVAR_FLOAT,"length of time player can run")