18,700
edits
(explanation of sync_debug; also, it's not built into the game under normal circumstances, so it's a "NO" according to the legend (we need to add a lot more "NO"s to this table!)) |
(added explanation of save_point; changed the persist.dat symbol from "?!" to "$ !!!" because "?!" implies confusion or something going wrong; added note on am_invert about "Invert Mouse" checkbox) |
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:Green: command only exists in Windows build | :Green: command only exists in Windows build | ||
;Default value | ;Default value | ||
:'''# !!!''': reset | :'''[#] !!!''': reset to this number on level-load | ||
:'''! | :'''$ !!!''': set based on [[persist.dat]] at game/level-load | ||
;Works | ;Works | ||
:"OK": both platforms can use this command | :"OK": both platforms can use this command | ||
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|"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" This is set from [[persist.dat]] at game load (in the absence of '''persist.dat''' the default is 0). | |"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). | :The value 0 means normal aiming (mouse up to look up). The value 1 means inverted aiming (mouse down to look up). Unlike the backwards "Invert Mouse" checkbox on the Options screen (fixed in the [[AE]]), this variable does not work the opposite of how you would expect. | ||
|OK | |OK | ||
|- | |- | ||
|bool||[[am_show_axes]]||0 | |bool||[[am_show_axes]]||0 | ||
|"shows world axes" | |"shows world axes" | ||
:This attaches a giant 3D axis to Konoko which claims to show the direction of positive x, y, and z in the world coordinate system, however it is '''wrong'''. Oni uses a Y-up coordinate system; do not let the | :This attaches a giant 3D axis to Konoko which claims to show the direction of positive x, y, and z in the world coordinate system, however it is '''wrong'''. Oni uses a ''Y-up coordinate system''; do not let the world axis model showing Z-up mislead you. | ||
|bgcolor=#ccccff|OK-M | |bgcolor=#ccccff|OK-M | ||
|- | |- | ||
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|"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)||?? | ||
|- | |- | ||
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|"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"<br>(gets the current save point, which is set by Oni based on the player's choice of Save Point on the Load Game screen)||OK | ||
|- | |- | ||
|int32||[[saved_film_character_offset]]||1 | |int32||[[saved_film_character_offset]]||1 |