5,389
edits
Script 10k (talk | contribs) (BSL ignores the use of undeclared variables but this causes undefined behavior) |
(completing the review of level-load initialization, also correcting some descriptions etc) |
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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" | |"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 | |"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'' | |"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|| | |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|| | |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|| | |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 | ||
|- | |- | ||
| | |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" | |"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|| | |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|| | |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|| | |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||?? | ||
|- | |- |