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BSL:Variables: Difference between revisions

1,154 bytes added ,  8 February 2018
completing the review of level-load initialization, also correcting some descriptions etc
(BSL ignores the use of undeclared variables but this causes undefined behavior)
(completing the review of level-load initialization, also correcting some descriptions etc)
Line 179: Line 179:
|"set the delay timer before the AI forgets about ignored events"||??
|"set the delay timer before the AI forgets about ignored events"||??
|-
|-
|bool||am_hit_everything||0
|bool||[[am_hit_everything]]||0
|"makes the laser pointer hit all objects"<br>(determines whether the gun's aiming laser stops at quads marked with non-object-collision)||bgcolor=#ccccff|OK-M
|"makes the laser pointer hit all objects"<br>(determines whether the gun's aiming laser stops at quads marked with non-object-collision)||bgcolor=#ccccff|OK-M
|-
|-
|bool||am_invert||'''!?'''
|bool||[[am_invert]]||'''!?'''
|"inverts aiming"||OK
|"inverts aiming" This is set from [[persist.dat]] at game load (in the absence of '''persist.dat''' the default is 0).
:The value 0 means normal aiming (mouse up to look up). The value 1 means inverted aiming (mouse down to look up).
|OK
|-
|-
|bool||am_show_axes||0
|bool||[[am_show_axes]]||0
|"shows world axes"<br>(attaches giant 3D axis to Konoko showing the direction of positive x, y, and z)||bgcolor=#ccccff|OK-M
|"shows world axes"<br>(attaches giant 3D axis to Konoko showing the direction of positive x, y, and z)||bgcolor=#ccccff|OK-M
|-
|-
|bool||am_show_closest||0
|bool||[[am_show_closest]]||0
|"dumps the closest GQ index to console"<br>(continuously prints to console the nearest gunk quad's number followed by two other unhelpful pieces of info)||OK
|"dumps the closest GQ index to console"<br>(continuously prints to console the nearest gunk quad's number followed by two other unhelpful pieces of info)||OK
|-
|-
|bool||am_show_filenames||0
|bool||[[am_show_filenames]]||0
|"dumps the closest GQ index file/obj name to console"<br>(displays lots of info on-screen, not in console, about quad you are aiming weapon at, but no file names)||bgcolor=#ccccff|OK-M
|"dumps the closest GQ index file/obj name to console"<br>(displays lots of info on-screen, not in console, about quad you are aiming weapon at, but no file names)||bgcolor=#ccccff|OK-M
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|bool||am_show_texturenames||0
|bool||[[am_show_texturenames]]||0
|"Shows Texture name"<br>(displays name of texture you are aiming weapon at, as well as coordinates of reticle)||OK
|"Shows Texture name"<br>(displays name of texture you are aiming weapon at, as well as coordinates of reticle)||OK
|-
|-
|float||character_name_distance||150.
|float||[[character_name_distance]]||150.
|"specifies the distance from the camera that character names no longer draw"<br>(probably needs show_characters)||bgcolor=#ccccff|OK-M
|"specifies the distance from the camera that character names no longer draw"<br>(probably needs show_characters)||bgcolor=#ccccff|OK-M
|-
|-
|bool||chr_active||1
|bool||[[chr_active]]||1
|"enables character activity"<br>(0 freezes animation etc)||OK
|"enables character activity"<br>(0 freezes animation etc)||OK
|-
|-
|float||chr_aim_width||70.
|float||[[chr_aim_width]]||70.
|"number of degress of aiming width"<br>width of the aiming arc, in degrees||OK
|"number of degress of aiming width"<br>width of the aiming arc, in degrees||OK
|-
|-
|bool||chr_all_active||0
|bool||[[chr_all_active]]||0
|"forces all characters to be active"||OK
|"forces all characters to be active"||OK
|-
|-
|float||chr_auto_aim_arc||90.
|float||[[chr_auto_aim_arc]]||90.
|"number of degress of auto aiming arc"<br>width of the auto aiming arc, in degrees||OK
|"number of degress of auto aiming arc"<br>width of the auto aiming arc, in degrees||OK
|-
|-
|float||chr_auto_aim_dist||40.
|float||[[chr_auto_aim_dist]]||40.
|"distance for auto aiming"<br>upper threshold, in world units||OK
|"distance for auto aiming"<br>upper threshold, in world units||OK
|-
|-
|bool||chr_big_head||'''0 !!!'''
|bool||[[chr_big_head]]||'''0 !!!'''
|"draws everyone with a big head"<br>(head size set by chr_big_head_amount)||OK
|"draws everyone with a big head"<br>(head size set by chr_big_head_amount)||OK
|-
|-
|float||chr_big_head_amount||4.
|float||[[chr_big_head_amount]]||4.
|"Controls the size of the big head"||OK
|"Controls the size of the big head"||OK
|-
|-
|float||chr_block_angle||20.
|float||[[chr_block_angle]]||20.
|"controls the angle at which the characters can block"||OK
|"controls the angle at which the characters can block"||OK
|-
|-
|int32||chr_buffer_size||8
|int32||[[chr_buffer_size]]||8
|"0 = normal buffer, otherwise buffer duration"||??
|"0 = normal buffer, otherwise buffer duration"||??
|-
|-
|bool||chr_collision_box||1
|bool||[[chr_collision_box]]||1
|"toggles character bounding box / bounding sphere collision"||??
|"toggles character bounding box / bounding sphere collision"||??
|-
|-
|float||chr_collision_grow||0.
|float||[[chr_collision_grow]]||0.
|"sets character bounding box collision grow amount"||??  
|"sets character bounding box collision grow amount"||??  
|-
|-
|bool||chr_corpse_fade_offscreen||1
|bool||[[chr_corpse_fade_offscreen]]||1
|"makes corpses fade when they are offscreen"||??
|"makes corpses fade when they are offscreen"||??
|-
|-
|int32||chr_death_fade_frames||180
|int32||[[chr_death_fade_frames]]||180
|"the number of game ticks until charaters fade over"||??
|"the number of game ticks until charaters fade over"||??
|-
|-
|int32||chr_death_fade_start||7200
|int32||[[chr_death_fade_start]]||7200
|"the number of game ticks until charaters begin to fade"||??
|"the number of game ticks until charaters begin to fade"||??
|-
|-
|bool||chr_debug_aiming_screen||0
|bool||[[chr_debug_aiming_screen]]||0
|"turns on aiming screen debugging"<br>(dumps AS changes to console)||OK
|"turns on aiming screen debugging"<br>(dumps AS changes to console)||OK
|-
|-
|bool||chr_debug_characters||0
|bool||[[chr_debug_characters]]||0
|"enables debugging information for characters"||OK
|"enables debugging information for characters"||OK
|-
|-
|bool||chr_debug_collision||0
|bool||[[chr_debug_collision]]||0
|"turns on/off debugging of collision"<br>(melee collision info written to console)||OK
|"turns on/off debugging of collision"<br>(melee collision info written to console)||OK
|-
|-
|bool||chr_debug_fall||0
|bool||[[chr_debug_fall]]||0
|"controls debugging falling"<br>(dumps events to console)||OK
|"controls debugging falling"<br>(dumps events to console)||OK
|-
|-
|bool||chr_debug_footsteps||0
|bool||[[chr_debug_footsteps]]||0
|"footstep debugging mode"<br>(dumps events to console)||OK
|"footstep debugging mode"<br>(dumps events to console)||OK
|-
|-
|bool||chr_debug_footsteps_verbose||0
|bool||[[chr_debug_footsteps_verbose]]||0
|"verbose footstep debugging mode"<br>(dumps anim/type/frame to console)||OK
|"verbose footstep debugging mode"<br>(dumps anim/type/frame to console)||OK
|-
|-
|bool||chr_debug_handle||0
|bool||[[chr_debug_handle]]||0
|"turns on debugging for the handle code"<br>(dumps events to console)||OK
|"turns on debugging for the handle code"<br>(dumps events to console)||OK
|-
|-
|bool||chr_debug_impacts||0
|bool||[[chr_debug_impacts]]||0
|"prints debugging info about character melee impacts"<br>(to console)||OK
|"prints debugging info about character melee impacts"<br>(to console)||OK
|-
|-
|bool||chr_debug_overlay||0
|bool||[[chr_debug_overlay]]||0
|"enables debugging information for overlays"||OK
|"enables debugging information for overlays"||OK
|-
|-
|bool||chr_debug_pathfinding||0
|bool||[[chr_debug_pathfinding]]||0
|"control pathfinding debugging"||OK
|"control pathfinding debugging"||OK
|-
|-
|bool||chr_debug_sphere||0
|bool||[[chr_debug_sphere]]||0
|"enables sphere tree debugging for characters"<br>(draws collision spheres for every character)||OK
|"enables sphere tree debugging for characters"<br>(draws collision spheres for every character)||OK
|-
|-
|int32||chr_debug_target||0
|int32||[[chr_debug_target]]||0
|"selects the character debugging target"<br>(used by all debugging routines)||OK
|"selects the character debugging target"<br>(used by all debugging routines)||OK
|-
|-
|bool||chr_debug_trigger_quad||0
|bool||[[chr_debug_trigger_quad]]||0
|"controls trigger quad debugging"<br>(draws characters as vertical lines)||OK
|"controls trigger quad debugging"<br>(draws characters as vertical lines)||OK
|-
|-
|bool||chr_disable_melee||0
|bool||[[chr_disable_melee]]||0
|"turns off all melee damage"<br>(also disables knockdowns; does NOT disable throws)||OK
|"turns off all melee damage"<br>(also disables knockdowns; does NOT disable throws)||OK
|-
|-
|bool||chr_disable_visactive||0
|bool||[[chr_disable_visactive]]||0
|"disables visibility activation"||OK
|"disables visibility activation"||OK
|-
|-
|bool||chr_draw_aiming_vector||0
|bool||[[chr_draw_aiming_vector]]||0
|"enables drawing of the aiming vector"||OK
|"enables drawing of the aiming vector"||OK
|-
|-
|bool||chr_draw_all_characters||0
|bool||[[chr_draw_all_characters]]||0
|"forces the drawing of all characters"<br>(also keeps them active)||OK
|"forces the drawing of all characters"<br>(also keeps them active)||OK
|-
|-
|bool||chr_draw_facing_vector||0
|bool||[[chr_draw_facing_vector]]||0
|"enables drawing of the facing vector"||OK
|"enables drawing of the facing vector"||OK
|-
|-
|bool||chr_draw_weapon||1
|bool||[[chr_draw_weapon]]||1
|"controls drawing of weapons"||OK
|"controls drawing of weapons"||OK
|-
|-
|bool||chr_enable_collision||1
|bool||[[chr_enable_collision]]||1
|"enables character collision"<br>(does NOT prevent throws)||OK
|"enables character collision"<br>(does NOT prevent throws if disabled)||OK
|-
|-
|int32||chr_lod||-1
|int32||[[chr_lod]]||-1
|"forces a given lod if it is between 0 and 4"<br>(uses automatic LOD otherwise)||OK
|"forces a given lod if it is between 0 and 4"<br>(uses automatic LOD otherwise)||OK
|-
|-
|bool||chr_mini_me||0
|bool||[[chr_mini_me]]||0
|"decreases the size of the main character"<br>(custom size set by chr_mini_me_amount)||OK
|"decreases the size of the main character"<br>(custom size set by '''chr_mini_me_amount''' below)||OK
|-
|-
|float||chr_mini_me_amount||0.5
|float||[[chr_mini_me_amount]]||0.5
|"controls the size of the main character"<br>(if chr_mini_me is enabled)<br>''The amount can be zero and even negative. If 0 the character becomes invisible. If -1 the character walks bellow the floor. A lower number like -1000 will also make the character invisible, walk bellow the floor and it will loose the collision with other characters.''||OK
|"controls the size of the main character"<br>(effective only if '''chr_mini_me''' is enabled)<br>''The amount can be zero and even negative. If 0 the character becomes invisible. If -1 the character walks below the floor. A lower number like -1000 will also make the character invisible, walk bellow the floor and it will loose the collision with other characters.''||OK
|-
|-
|bool||chr_pin_character||0
|bool||[[chr_pin_character]]||0
|"pins a character to the ground"<br>(freezes coordinates of ''all'' chars)||OK
|"pins a character to the ground"<br>(freezes the coordinates of ''all'' characters)||OK
|-
|-
|bool||chr_print_sound||0
|bool||[[chr_print_sound]]||0
|"turns on printing of the sound effect"||??
|"turns on printing of the sound effect"||??
|-
|-
|bool||chr_show_bnv||0
|bool||[[chr_show_bnv]]||0
|"shows the bnv of the main character"<br>(pathfinding volume; see [[OBD:AKVA|AKVA]])||OK
|"shows the bnv of the main character"<br>(pathfinding volume; see [[OBD:AKVA|AKVA]])||OK
|-
|-
|bool||chr_show_lod||0
|bool||[[chr_show_lod]]||0
|"shows the current lod of the main character"||OK
|"shows the current lod of the main character"||OK
|-
|-
|int32||chr_show_movement||0
|int32||[[chr_show_movement]]||0
|"enables movement debugging information for characters"<br>(dumps XZ velocity to console every # frames)||OK
|"enables movement debugging information for characters"<br>(dumps XZ velocity to console every # frames)||OK
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|int32||chr_show_weaponid||0
|int32||[[chr_show_weaponid]]||0
|"Shows weapon ID"||OK
|"Shows weapon ID"||OK
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|bool||chr_showextent_globals||0
|bool||[[chr_showextent_globals]]||0
|"shows the global parts of an attack animation's extent"||OK
|"shows the global parts of an attack animation's extent"||OK
|-
|-
|bool||chr_weapon_auto_aim||1
|bool||[[chr_weapon_auto_aim]]||1
|"enables auto aiming"<br>(melee auto aiming not affected)||OK
|"enables auto aiming"<br>(melee auto aiming not affected)||OK
|-
|-
|float||cinematic_xoffset||20.
|float||[[cinematic_xoffse]]t||20.
|"offset from the vertical edge of the screen for the cinematic insert"||??
|"offset from the vertical edge of the screen for the cinematic insert"||??
|-
|-
|float||cinematic_yoffset||65.
|float||[[cinematic_yoffset]]||65.
|"offset from the horizontal edge of the screen for the cinematic insert"||??
|"offset from the horizontal edge of the screen for the cinematic insert"||??
|-
|-
|float||cm_canter_unarmed||7.
|float||[[cm_canter_unarmed]]||8.
|"camera canter"<br>(when not aiming; in degrees)||OK
|"camera canter"<br>(when not aiming; in degrees)||OK
|-
|-
|float||cm_canter_weapon||8.
|float||[[cm_canter_weapon]]||7.
|"camera canter"<br>(when aiming, in degrees)||OK
|"camera canter"<br>(when aiming, in degrees)||OK
|-
|-
|float||cm_distance||33.
|float||[[cm_distance]]||33.
|"camera distance"<br>(to target, in world units)||OK
|"camera distance"<br>(to target, in world units)||OK
|-
|-
|float||cm_height||15.
|float||[[cm_height]]||15.
|"camera target"<br>(target height to feet of target character, in world units)||OK
|"camera target"<br>(target height to feet of target character, in world units)||OK
|-
|-
|int32||cm_jello_amt||20
|int32||[[cm_jello_amt]]||20
|"sets the transparency of walls"<br>(for [[Jello-cam]] mode, in % )||OK
|"sets the transparency of walls"<br>(for [[Jello-cam]] mode, in % )||OK
|-
|-
|float||cm_jello_radius||12.
|float||[[cm_jello_radius]]||12.
|radius of effect of [[Jello-cam]] mode||OK
|radius of effect of [[Jello-cam]] mode||OK
|-
|-
|float||cm_lookspring_percent||0.5
|float||[[cm_lookspring_percent]]||0.5
|"at what percent of lookspring fight mode turns off"||??
|"at what percent of lookspring fight mode turns off"||??
|-
|-
|bool||cm_plane_test||1
|bool||[[cm_plane_test]]||1
|"jello camera plane test"||OK
|"jello camera plane test"||OK
|-
|-
|bool||co_display||1
|bool||[[co_display]]||1
|"enables console display"<br>(console output only)||OK
|"enables console display"<br>(console output only)||OK
|-
|-
|int32||co_fade_time||600
|int32||[[co_fade_time]]||600
|"the fade time of the console"||OK
|"the fade time of the console"||OK
|-
|-
|bool||co_message_display||1
|bool||[[co_message_display]]||1
|"enables text message display"<br>(dmsg and prompts)||OK
|"enables text message display"<br>(dmsg and prompts)||OK
|-
|-
|int32||co_priority||0
|int32||[[co_priority]]||0
|"changes the priority of messages to display on the console"<br>not sure what messages have priority >0||OK
|"changes the priority of messages to display on the console"<br>not sure what messages have priority >0||OK
|-
|-
|1||debug_consoles||0
|bool||[[debug_consoles]]||0
|"prints debugging information about console usage"<br>(information about ''in-game'' consoles; prints to ''dev mode'' console ^^)||OK
|"prints debugging information about console usage"<br>(information about ''in-game'' consoles; prints to ''dev mode'' console ^^)||OK
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|bool||debug_font_cache||0
|bool||[[debug_font_cache]]||0
|"displays font cache texture"||??
|"displays font cache texture"||??
|-
|-
|bool||debug_gun_behavior||0
|bool||[[debug_gun_behavior]]||0
|"enable AI gun behavior debugging"<br>(dumps events to console)||OK
|"enable AI gun behavior debugging"<br>(dumps events to console)||OK
|-
|-
|bool||debug_impacts||0
|bool||[[debug_impacts]]||0
|"prints impacts as they occur"<br>(to console; footsteps, melee, projectiles...)||OK  
|"prints impacts as they occur"<br>(to console; footsteps, melee, projectiles...)||OK  
|-
|-
|bool||debug_scripts||0
|bool||[[debug_scripts]]||0
|"enable script debugging"<br>(dumps events to console)||OK
|"enable script debugging"<br>(dumps events to console)||OK
|-
|-
|bool||debug_triggers||0
|bool||[[debug_triggers]]||0
|"enable trigger volume debugging"<br>(dumps events to console)||OK
|"enable trigger volume debugging"<br>(dumps events to console)||OK
|-
|-
|bool||debug_weapons||0
|bool||[[debug_weapons]]||0
|"prints debugging info about weapon particle events"||OK
|"prints debugging info about weapon particle events"||OK
|-
|-
|bool||door_drawframes||0
|bool||[[door_drawframes]]||0
|"draws doorframes for all unplaced doors"||??
|"draws doorframes for all unplaced doors"||??
|-
|-
|bool||door_ignore_locks||0
|bool||[[door_ignore_locks]]||0
|"disables all door locks"||OK
|"disables all door locks"||OK
|-
|-
|bool||door_pop_lighting||0
|bool||[[door_pop_lighting]]||0
|"uses bad door lighting"||??
|"uses bad door lighting"||??
|-
|-
|bool||door_show_activation||0
|bool||[[door_show_activation]]||0
|"draws a circle where door activates"||??
|"draws a circle where door activates"||??
|-
|-
|bool||door_show_debug||0
|bool||[[door_show_debug]]||0
|"shows debug geometry"<br>(dumps events to console)||OK
|"shows debug geometry"<br>(dumps events to console)||OK
|-
|-
Line 419: Line 421:
||"draw every frame multiple"<br>set drawing frequency if '''draw_every_frame''' is ON||OK
||"draw every frame multiple"<br>set drawing frequency if '''draw_every_frame''' is ON||OK
|-
|-
|bool||env_collision||1
|bool||[[env_collision]]||1
|"enables environment collision"||??
|"enables environment collision"||??
|-
|-
|bool||env_drawallgqs||0
|bool||[[env_drawallgqs]]||0
|"draw all the GQs"||??
|"draw all the GQs"||??
|-
|-
|bool||env_drawfrustum||0
|bool||[[env_drawfrustum]]||0
|"draw the frustum around the environment camera"||??
|"draw the frustum around the environment camera"||??
|-
|-
|bool||env_drawvisonly||0
|bool||[[env_drawvisonly]]||0
|"draw only the GQs used for visibility"||??
|"draw only the GQs used for visibility"||??
|-
|-
Line 435: Line 437:
|-
|-
|int32||[[env_ray_number]]||20
|int32||[[env_ray_number]]||20
|"sets the number of rays to cast"<br>(per frame?)||OK
|"sets the number of rays to cast" (per frame). Bigger values than 20 may be ineffective (cause the console message "allocated too many akira rays")||OK
|-
|-
|bool||env_show_ghostgqs||0
|bool||[[env_show_ghostgqs]]||0
|"when true show ghost GQs" (PC&Mac: Works only for self-made GQs via onisplit v0.9.93.0 -create:level in '''-debug''' out/*.xml; )||OK
|"when true show ghost GQs" (PC&Mac: Works only for self-made GQs via onisplit v0.9.93.0 -create:level in '''-debug''' out/*.xml; )||OK
|-
|-
|bool||env_show_leafnodes||0
|bool||[[env_show_leafnodes]]||0
|"enables display of environment octtree leaf nodes"||??
|"enables display of environment octtree leaf nodes"||??
|-
|-
|bool||env_show_octnode_gqs||0
|bool||[[env_show_octnode_gqs]]||0
|"when true the environment only renders triangles in the octnode that contains the manual camera"||??  
|"when true the environment only renders triangles in the octnode that contains the manual camera"||??  
|-
|-
|bool||env_show_octtree||0
|bool||[[env_show_octtree]]||0
|"enables display of environment octtree traversal"||??
|"enables display of environment octtree traversal"||??
|-
|-
Line 452: Line 454:
|"shows the count of visable environment quads"||??
|"shows the count of visable environment quads"||??
|-
|-
|bool||env_show_rays||0
|bool||[[env_show_rays]]||0
|"draw the rays"||??
|"draw the rays"||??
|-
|-
|bool||env_show_stairflagged||0
|bool||[[env_show_stairflagged]]||0
|"show specially flagged noncollision quads"<br>(not sure what this was supposed to do, but the dev keys for "Character collision" (Ctrl-Shift-T) and "Invisible quads" (Ctrl-Shift-I) will show stair collision ramps)||??
|"show specially flagged noncollision quads"<br>(not sure what this was supposed to do, but the dev keys for "Character collision" (Ctrl-Shift-T) and "Invisible quads" (Ctrl-Shift-I) will show stair collision ramps)||??
|-
|-
|bool||fast_lookup||0
|bool||[[fast_lookup]]||1
|"enables fast lookup"||??
|"enables fast lookup"||??
|-
|-
|bool||fast_mode||0
|bool||[[fast_mode]]||0
|"makes the game run fast"||OK
|"makes the game run fast"||OK
|-
|-
|float||flag_name_distance||150.0
|float||[[flag_name_distance]]||150.0
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|-
|-
|int32||flag_new_id||'''!?'''
|int32||[[flag_new_id]]||'''!?'''
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|-
|-
|bool||footstep_flash||0
|bool||[[footstep_flash]]||0
|"footstep flash mode"||OK
|"footstep flash mode"||OK
|-
|-
|float||fx_laser_width||0.2
|float||[[fx_laser_width]]||0.2
|width of lasers (weapons and triggers)||OK
|width of lasers (weapons and triggers)||OK
|-
|-
|bool||gl_disable_depth_reads||0
|bool||[[gl_disable_depth_reads]]||0
|"disable_depth_reads"||??
|"disable_depth_reads"||??
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|bool||gl_disable_dxt1||0
|bool||[[gl_disable_dxt1]]||0
|"lets you disable use of DXT1"||??
|"lets you disable use of DXT1"||??
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|bool||gl_disable_packed_pixels||0
|bool||[[gl_disable_packed_pixels]]||0
|"lets you disable packed-pixels support"||??
|"lets you disable packed-pixels support"||??
|-
|-
Line 500: Line 502:
|"fog start" in frustum space||OK
|"fog start" in frustum space||OK
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|int32||gl_mipmap_offset||0
|int32||[[gl_mipmap_offset]]||0
|"lets you disable miplevels (-ve = disable big, +ve = disable small)"||??
|"lets you disable miplevels (-ve = disable big, +ve = disable small)"||??
|-
|-
|float||gs_input_accel||5.0
|float||[[gs_input_accel]]||5.0
|"use this to control the input sensitivity"||??
|"use this to control the input sensitivity"||??
|-
|-
|int32||gs_screen_shot_reduce||0
|int32||[[gs_screen_shot_reduce]]||0
|"2^n amount of reduction"||OK
|"2^n amount of reduction"||OK
|-
|-
|bool||gs_show_characters||0
|bool||[[gs_show_characters]]||1
|"turns on the drawing of characters"||OK
|"turns on the drawing of characters"||OK
|-
|-
|bool||gs_show_corpses||1
|bool||[[gs_show_corpses]]||1
|"show corpses"||OK
|"show corpses"||OK
|-
|-
|bool||gs_show_environment||1
|bool||[[gs_show_environment]]||1
|"turns on doing the environment"||OK
|"turns on doing the environment"||OK
|-
|-
|bool||gs_show_object_count||0
|bool||[[gs_show_object_count]]||0
|"shows the count of objects"||??
|"shows the count of objects"||??
|-
|-
|bool||gs_show_objects||1
|bool||[[gs_show_objects]]||1
|"turns on the drawing of objects"||OK
|"turns on the drawing of objects"||OK
|-
|-
|bool||gs_show_particles||1
|bool||[[gs_show_particles]]||1
|"turns on the drawing of particles"||OK
|"turns on the drawing of particles"||OK
|-
|-
|bool||gs_show_physics_count||0
|bool||[[gs_show_physics_count]]||0
|"shows the count of physics"||??
|"shows the count of physics"||??
|-
|-
|bool||gs_show_scripting_count||0
|bool||[[gs_show_scripting_count]]||0
|"shows the count of active scripting contexts"||??
|"shows the count of active scripting contexts"||??
|-
|-
|bool||gs_show_shadows||1
|bool||[[gs_show_shadows]]||1
|"enables character shadows"||OK
|"enables character shadows"||OK
|-
|-
|bool||gs_show_sky||1
|bool||[[gs_show_sky]]||1
|"turns on the sky"||??
|"turns on the sky"||??
|-
|-
|bool||gs_show_ui||1
|bool||[[gs_show_ui]]||1
|"turns on the ui" (aka HUD)||OK
|"turns on the ui" (aka HUD)||OK
|-
|-
|bool||gs_sleep||0
|bool||[[gs_sleep]]||0
|"turns on a call to sleep to make debugging easier"||??
|"turns on a call to sleep to make debugging easier"||??
|-
|-
|bool||gs_stable_ear||1
|bool||[[gs_stable_ear]]||1
|"makes the ear stable"||??
|"makes the ear stable"||??
|-
|-
Line 551: Line 553:
|"makes player invincible"||OK
|"makes player invincible"||OK
|-
|-
|bool||laser_alpha||0
|bool||[[laser_alpha]]||0
|WTF? lasers are always transparent||??
|WTF? lasers are always transparent||??
|-bgcolor="lime"
|-bgcolor="lime"
|bool||li_center_cursor||1
|bool||[[li_center_cursor]]||1
|"should we center the cursor"||OK
|"should we center the cursor"||OK
|-
|-
|bool||m3_buffer_clear||1
|bool||[[m3_buffer_clear]]||1
|"toggles buffer clear"||OK
|"toggles buffer clear"||OK
|-
|-
|int32||m3_clear_color||0
|int32||[[m3_clear_color]]||0
|"color to clear the back buffer to" (color behind skybox)<br>(actually a 32-bit RGB integer; can calculate it with [http://www.shodor.org/stella2java/rgbint.html this site])||OK
|"color to clear the back buffer to" (color behind skybox)<br>(actually a 32-bit RGB integer; can calculate it with [http://www.shodor.org/stella2java/rgbint.html this site])||OK
|-
|-
|bool||m3_double_buffer||1
|bool||[[m3_double_buffer]]||1
|"toggles double buffer mode"||OK
|"toggles double buffer mode" (may interrupt rendering if disabled! use with caution)||OK
|-
|-
|bool||m3_fill_solid||1
|bool||[[m3_fill_solid]]||1
|"toggles wireframe/solid"||OK
|"toggles wireframe/solid"||OK
|-
|-
|bool||m3_shade_vertex||1
|bool||[[m3_shade_vertex]]||1
|"vertex shader on/off"||OK
|"vertex shader on/off"||OK
|-
|-
|bool||m3_texture||1
|bool||[[m3_texture]]||1
|0 >> crash ^^||??
|0 >> crash ^^||??
|-
|-
|bool||m3_zcompareon||1
|bool||[[m3_zcompareon]]||1
|"true if zcompare is on"||OK
|"true if zcompare is on"||OK
|-
|-
|bool||marketing_line_off||0
|bool||[[marketing_line_off]]||'''0 !!!'''
|"turns the laser line off"||OK
|"turns the laser line off"||OK
|-bgcolor=#ccccff
|-bgcolor=#ccccff
|float||mouse_acceleration||0.75
|float||[[mouse_acceleration]]||0.75
|"sets the mouse acceleration value"||OK
|"sets the mouse acceleration value"||OK
|-
|-
|bool||ob_show_debug||0
|bool||[[ob_show_debug]]||0
|"enable physics debugging visuals"<br>(shows spheres for doors etc)||OK
|"enable physics debugging visuals"<br>(shows spheres for doors etc)||OK
|-
|-
Line 590: Line 592:
|"makes player omnipotent"||OK
|"makes player omnipotent"||OK
|-
|-
|int32||p3_debug_collision||256
|int32||[[p3_debug_collision]]||256
|"enables collision debugging display"<br>(actually a boolean; only the low bit counts)||OK
|"enables collision debugging display"<br>(actually a boolean; only the low bit counts)||OK
|-
|-
|bool||p3_everything_breakable||0
|bool||[[p3_everything_breakable]]||0
|"makes every quad breakable"||OK
|"makes every quad breakable"||OK
|-
|-
|bool||p3_furniture_breakable||0
|bool||[[p3_furniture_breakable]]||0
|"makes all furniture breakable"||OK
|"makes all furniture breakable"||OK
|-
|-
|bool||p3_glass_breakable||1
|bool||[[p3_glass_breakable]]||1
|"enables breakable glass"||OK
|"enables breakable glass"||OK
|-
|-
|bool||p3_show_env_collision||0
|bool||[[p3_show_env_collision]]||0
|"draws particle / environment collisions"||OK
|"draws particle / environment collisions"||OK
|-
|-
|float||patrolpath_name_distance||150.0
|float||[[patrolpath_name_distance]]||150.0
|"specifies the distance from the camera that patrol point names no longer draw"<br>(probably needs show_patrolpaths)||bgcolor=#ccccff|OK-M
|"specifies the distance from the camera that patrol point names no longer draw"<br>(probably needs show_patrolpaths)||bgcolor=#ccccff|OK-M
|-
|-
|bool||ph_active||1
|bool||[[ph_active]]||1
|"enable physics"||OK
|"enable physics"||OK
|-
|-
|bool||ph_debug_keyforces||0
|bool||[[ph_debug_keyforces]]||0
|"toggle keyboard applied forces"||??
|"toggle keyboard applied forces"||??
|-
|-
|bool||ph_show_collisions||0
|bool||[[ph_show_collisions]]||0
|"toggle display of colliding quads"<br>(also see show_chr_env_collision)||OK
|"toggle display of colliding quads"<br>(also see show_chr_env_collision)||OK
|-
|-
|float||recoil_base||0.0
|float||[[recoil_base]]||0.0
|"base" (for current ONWC; needs recoil_edit)||OK
|"base" (for current ONWC; needs recoil_edit)||OK
|-
|-
|bool||recoil_edit||0
|bool||[[recoil_edit]]||0
|"enables editable recoil"<br>||OK
|"enables editable recoil"<br>||OK
|-
|-
|float||recoil_factor||0.0
|float||[[recoil_factor]]||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
|-
|-
|float||recoil_max||0.0
|float||[[recoil_max]]||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
|-
|-
|float||recoil_return_speed||0.0
|float||[[recoil_return_speed]]||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|"factor" (for current ONWC; needs recoil_edit)||OK
|-
|-
|int32||save_point||'''!?'''
|int32||[[save_point]]||'''!?'''
|which save point we are on||OK
|which save point we are on||OK
|-
|-
|int32||saved_film_character_offset||1
|int32||[[saved_film_character_offset]]||1
|"dumps the filmed animation data of the player to file"||OK?
|"dumps the filmed animation data of the player to file"||OK?
|-
|-
|bool||saved_film_loop||0
|bool||[[saved_film_loop]]||0
|enables looping when '''play_record'''ing||OK
|enables looping when '''play_record'''ing||OK
|-
|-
|string||sc_bind_f2||""
|string||[[sc_bind_f2]]||""
|name of animation bound to '''cutscene1'''||OK
|name of animation bound to '''cutscene1'''||OK
|-
|-
|string||sc_bind_f3||""
|string||[[sc_bind_f3]]||""
|name of animation bound to '''cutscene2'''||OK
|name of animation bound to '''cutscene2'''||OK
|-
|-
|bool||show_characters||0
|bool||[[show_characters]]||0
|"enables the display of character starting positions"<br>(see BINA/OBJC/CHAR)||bgcolor=#ccccff|OK-M
|"enables the display of character starting positions"<br>(see BINA/OBJC/CHAR)||bgcolor=#ccccff|OK-M
|-
|-
|bool||show_chr_env_collision||0
|bool||[[show_chr_env_collision]]||0
|"draws character / environment collisions"<br>(shows all quads that character touches, unlike ph_show_collisions which only shows quad you are standing on)||OK
|"draws character / environment collisions"<br>(shows all quads that character touches, unlike ph_show_collisions which only shows quad you are standing on)||OK
|-
|-
|bool||show_flags||0
|bool||[[show_flags]]||0
|"enables the display of flags"<br>(see BINA/OBJC/FLAG)||bgcolor=#ccccff|OK-M
|"enables the display of flags"<br>(see BINA/OBJC/FLAG)||bgcolor=#ccccff|OK-M
|-
|-
|bool||show_laser_env_collision||0
|bool||[[show_laser_env_collision]]||0
|"draws laser / environment collisions"<br>(works with any loaded gun)||OK
|"draws laser / environment collisions"<br>(works with any loaded gun)||OK
|-
|-
|bool||show_patrolpaths||0
|bool||[[show_patrolpaths]]||0
|"enables the display of AI patrol path objects"<br>(see BINA/OBJC/PATR)||bgcolor=#ccccff|OK-M
|"enables the display of AI patrol path objects"<br>(see BINA/OBJC/PATR)||bgcolor=#ccccff|OK-M
|-
|-
|bool||show_performance||0
|bool||[[show_performance]]||0
|"enables performance display"<br>(shows FPS counter)||OK
|"enables performance display"<br>(shows FPS counter)||OK
|-
|-
|bool||show_performance_gsd||0
|bool||[[show_performance_gsd]]||0
|??||??
|??||??
|-
|-
|bool||show_performance_gsu||0
|bool||[[show_performance_gsu]]||0
|??||??
|??||??
|-
|-
|bool||show_sound_all||0
|bool||[[show_sound_all]]||0
|"sound rings will always be drawn, not just when a sound is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||bgcolor=#ccccff|OK-M
|"sound rings will always be drawn, not just when a sound is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||bgcolor=#ccccff|OK-M
|-
|-
|bool||show_sound_rectangles||0
|bool||[[show_sound_rectangles]]||0
|"sound rectangles will always be drawn, not just when a sound Rectangle is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||bgcolor=#ccccff|OK-M
|"sound rectangles will always be drawn, not just when a sound Rectangle is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||bgcolor=#ccccff|OK-M
|-
|-
|bool||show_sound_spheres||0
|bool||[[show_sound_spheres]]||0
|"sound spheres will always be drawn, not just when a sound sphere is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||bgcolor=#ccccff|OK-M
|"sound spheres will always be drawn, not just when a sound sphere is selected"<br>(environment sounds, see BINA/OBJC/SNDG)||bgcolor=#ccccff|OK-M
|-
|-
|bool||show_triggers||1
|bool||[[show_triggers]]||1
|"enables the display of triggers"<br>(see BINA/OBJC/TRIG)||OK
|"enables the display of triggers"<br>(see BINA/OBJC/TRIG)||OK
|-
|-
|bool||show_triggervolumes||0
|bool||[[show_triggervolumes]]||0
|"Display trigger volumes"||OK-D
|"Display trigger volumes"||OK-D
|-
|-
|bool||show_turrets||1
|bool||[[show_turrets]]||1
|"enables the display of turrets"<br>(see BINA/OBJC/TURR)||OK
|"enables the display of turrets"<br>(see BINA/OBJC/TURR)||OK
|-
|-
|bool||single_step||0
|bool||[[single_step]]||0
|"puts the game in single step mode"||OK  
|"puts the game in single step mode"||OK  
|-
|-
|float||sky_height||0.
|float||[[sky_height]]||'''0. !!!'''
|Y offset of skybox?||??  
|Y offset of skybox?||??  
|-
|-
|bool||sky_show_clouds||1
|bool||[[sky_show_clouds]]||1
|"toggles display of the clouds"||??
|"toggles display of the clouds"||??
|-
|-
Line 701: Line 703:
|"toggles display of the planet (sun/moon)"<br>(sun present only in levels 2 and 3)||OK  
|"toggles display of the planet (sun/moon)"<br>(sun present only in levels 2 and 3)||OK  
|-
|-
|bool||sky_show_sky||1
|bool||[[sky_show_sky]]||1
|"toggles display of the sky" (master switch)||OK  
|"toggles display of the sky" (master switch)||OK  
|-
|-
|bool||sky_show_skybox||1
|bool||[[sky_show_skybox]]||1
|"toggles display of the skybox"||OK
|"toggles display of the skybox"||OK
|-
|-
|bool||sky_show_stars||1
|bool||[[sky_show_stars]]||1
|"toggles display of the stars"<br>(no stars in any level)||??
|"toggles display of the stars"<br>(no stars in any level)||??
|-
|-
|bool||sound_show_debug||0
|bool||[[sound_show_debug]]||0
|"displays sound debugging info"<br>(shows a HUD with info on currently playing sounds; on Macs, sound spheres are also displayed)||OK
|"displays sound debugging info"<br>(shows a HUD with info on currently playing sounds; on Macs, sound spheres are also displayed)||OK
|-bgcolor=#ccccff
|bool||[[sound_show_occlusions]]||0
|"enables debugging display of sound occlusions"<br>(shows lines from sound sources to listeners)||OK
|-
|-
|bool||sound_show_occlusions||0
|bool||[[spatial_footsteps]]||1
|"enables debugging display of sound occlusions"<br>(shows lines from sound sources to listeners)||OK-M
|-
|bool||spatial_footsteps||1
|"spatial footsteps"||??
|"spatial footsteps"||??
|-
|-
|bool||sync_debug||0
|bool||[[sync_debug]]||0
|"enables sync debugging"||??
|"enables sync debugging"||??
|-
|-
Line 725: Line 727:
|"Sets the distance at which the radar will start to change from its minimum"||OK
|"Sets the distance at which the radar will start to change from its minimum"||OK
|-
|-
|bool||turret_show_debug||0
|bool||[[turret_show_debug]]||0
|"enables the display of turret debug lines"||bgcolor=#ccccff|OK-M
|"enables the display of turret debug lines"||bgcolor=#ccccff|OK-M
|-
|-
|bool||[[ui_suppress_prompt]]||0
|bool||[[ui_suppress_prompt]]||'''0 !!!'''
|"suppresses UI prompting about new objectives or moves"<br>(and saved games and training tips and such)||OK
|"suppresses UI prompting about new objectives or moves"<br>(and saved games and training tips and such)||OK
|-
|-
Line 740: Line 742:
|"disables weapon fading"||OK
|"disables weapon fading"||OK
|-
|-
|int32||wp_fadetime||360
|int32||[[wp_fadetime]]||360
|"sets free time for powerups"||OK-D
|"sets free time for powerups"||OK-D
|-
|-
Line 752: Line 754:
|crosshairs scale with distance, pow_adjustment ineffective||OK
|crosshairs scale with distance, pow_adjustment ineffective||OK
|-
|-
|int32||wp_hypostrength||25
|int32||[[wp_hypostrength]]||25
|"sets strength of hypo spray"<br>apparently in % of full health, seems hard-coded||??
|"sets strength of hypo spray"<br>apparently in % of full health, seems hard-coded||??
|-
|-