BSL:Variables: Difference between revisions

m
→‎Preset variables: almost done...
(updated general notions)
m (→‎Preset variables: almost done...)
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:Green : PC retail exclusive
:Green : PC retail exclusive
;Default value
;Default value
:''Italic'' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
:'''# !!!''' : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
{|border=1 cellspacing=0 cellpadding=1
:'''!?''' : set by engine at game/level load, depends on [[persist.dat]]
{|border=1 cellspacing=0 cellpadding=2
!Type!!Name!!Default value!!Comment!!Works
!Type!!Name!!Default value!!Comment!!Works
|-
|-
|bool||[[ai2_barabbas_run]]||1
|bool||[[ai2_barabbas_run]]||1
|all AI can apparently run with the WMC...||??
|"lets Barabbas run while carrying his gun"<br>WTF? ''all'' AI can ''always'' run with the WMC||??
|-
|-
|bool||[[ai2_blind]]||''0''
|bool||[[ai2_blind]]||'''0 !!!'''
|turns off the AI's visual sensing system||OK
|"turns off the AI's visual sensing system"||OK
|-
|-
|bool||[[ai2_boss_battle]]||''0''
|bool||[[ai2_boss_battle]]||'''0 !!!'''
|enables AI boss-battle target selection||??
|"enables AI boss-battle target selection"<br>used in '''compound''': apparently makes Muro's friends focus on yours rather than on you||??
|-
|-
|bool||[[ai2_chump_stop]]||''0''
|bool||[[ai2_chump_stop]]||'''0 !!!'''
|disables the pathfinding behaviour of chump(s)||OK
|"stops the chump"<br>disables the pathfinding behaviour of chump(s)||OK
|-
|-
|bool||[[ai2_deaf]]||''0''
|bool||[[ai2_deaf]]||'''0 !!!'''
|turns off the AI's sound sensing system||OK
|"turns off the AI's sound sensing system"||OK
|-
|-
|int32||[[ai2_debug_localmove_lines]]||20
|int32||[[ai2_debug_localmove_lines]]||20
|number of lines to cast to debug local-movement code||OK
|"number of lines to cast to debug local-movement code"||OK
|-bgcolor="lime"
|-bgcolor="lime"
|bool||[[ai2_debug_localmovement]]||0
|bool||[[ai2_debug_localmovement]]||0
|debug local-movement code from player's position||OK
|"debug local-movement code from player's position"||OK
|-
|-
|bool||[[ai2_debug_localpathfinding]]||0
|bool||[[ai2_debug_localpathfinding]]||0
|debug local-path code from player's position and facing||OK
|"debug local-path code from player's position and facing"||OK
|-
|-
|bool||[[ai2_debug_showsettingIDs]]||0
|bool||[[ai2_debug_showsettingIDs]]||0
|shows ID numbers for combat, melee and neutral settings||??
|"shows ID numbers for combat, melee and neutral settings"||??
|-
|-
|bool||[[ai2_ignore_player]]||''0''
|bool||[[ai2_ignore_player]]||'''0 !!!'''
|makes all AI ignore the player||OK
|"makes all AI ignore the player"||OK
|-
|-
|bool||[[ai2_melee_weightcorrection]]||1
|bool||[[ai2_melee_weightcorrection]]||1
|weights down non-attack techniques so they are never more than attacks||??
|"weights down non-attack techniques so they are never more than attacks"||??
|-
|-
|bool||[[ai2_printspawn]]||0
|bool||[[ai2_printspawn]]||0
|prints information about each AI spawn||??
|"prints information about each AI spawn"||??
|-
|-
|bool||[[ai2_showactivationpaths]]||0
|bool||[[ai2_showactivationpaths]]||0
|shows the initial pathfinding (upon activation) of all AI||OK
|"turns on inactive ==> active pathfinding rendering"||OK
|-
|-
|bool||[[ai2_showastar]]||0
|bool||[[ai2_showastar]]||0
|shows something about the A* pathfinding||??
|"shows grid squares that are evaluated by the A* pathfinding"||??
|-
|-
|bool||[[ai2_showcombatranges]]||0
|bool||[[ai2_showcombatranges]]||0
|shows near and far combat range of all AI||OK
|"shows circles that represent the combat ranges of each AI"||OK
|-
|-
|bool||[[ai2_showconnections]]||0
|bool||[[ai2_showconnections]]||0
|shows the result of [[ai2_findconnections]]||OK  
|"turns on pathfinding connection rendering"<br>(result of a call to [[ai2_findconnections]])||OK  
|-
|-
|bool||[[ai2_showdynamicgrids]]||0
|bool||[[ai2_showdynamicgrids]]||0
|shows dynamic grids (moving obstacles) if '''ai2_showgrids''' is ON||OK
|"turns on pathfinding dynamic grid display"<br>(moving obstacles; needs '''ai2_showgrids''')||OK
|-
|-
|bool||[[ai2_showfights]]||0
|bool||[[ai2_showfights]]||0
| ||  
|"shows fights in progress"||OK?
|-
|-
|bool||[[ai2_showfiringspreads]]||0
|bool||[[ai2_showfiringspreads]]||0
|shows the firing spread of all active weapons||OK
|"shows AI firing spread knowledge"||OK
|-
|-
|bool||[[ai2_showgrids]]||0
|bool||[[ai2_showgrids]]||0
|shows static grids (see [[AKVA]])||OK
|"turns on pathfinding grid rendering"<br>(static grids; see [[AKVA]])||OK
|-
|-
|bool||[[ai2_showhealth]]||0
|bool||[[ai2_showhealth]]||0
|shows health and healthbar above every AI]]||OK
|"draws a health bar for every AI above their head"||OK
|-
|-
|bool||[[ai2_showintersections]]||0
|bool||[[ai2_showintersections]]||0
| ||  
|"debug AI's melee intersections"||??
|-
|-
|bool||[[ai2_showjoblocations]]||0
|bool||[[ai2_showjoblocations]]||0
| ||  
|"draws a green cross at each AI's job location"||OK?
|-
|-
|bool||[[ai2_showlasers]]||0
|bool||[[ai2_showlasers]]||0
| ||??
|"turns on laser sights for AI2 characters"||??
|-
|-
|bool||[[ai2_showlinetochar]]||0
|bool||[[ai2_showlinetochar]]||0
|draws a line from the player to every char||OK
|"draws a line from the player to every AI"||OK
|-
|-
|bool||[[ai2_showlocalmelee]]||0
|bool||[[ai2_showlocalmelee]]||0
| ||  
|"shows local-environment melee awareness"||OK?
|-
|-
|bool||[[ai2_showlos]]||0
|bool||[[ai2_showlos]]||0
|the LOS of all aiming enemies leaves a permanent trace||
|"shows AI line-of-sight checking"<br>(LOS of all aiming AI leaves a permanent trace)|| OK
|-
|-
|bool||[[ai2_shownames]]||0
|bool||[[ai2_shownames]]||0
| ||  
|"draws the name of every AI above their head"||OK
|-
|-
|bool||[[ai2_showpathfindingerrors]]||0
|bool||[[ai2_showpathfindingerrors]]||0
| ||  
|"enables visual display of pathfinding errors"||OK?
|-
|-
|bool||[[ai2_showpaths]]||0
|bool||[[ai2_showpaths]]||0
| ||  
|"shows the path each AI is following"||OK
|-
|-
|bool||[[ai2_showprediction]]||0
|bool||[[ai2_showprediction]]||0
| ||  
|"shows prediction info for AI2 characters"<br>(player's "predicted" position is shown etc)||OK
|-
|-
|bool||[[ai2_showprojectiles]]||0
|bool||[[ai2_showprojectiles]]||0
| ||  
|"shows AI projectile knowledge"||OK
|-
|-
|bool||[[ai2_showsounds]]||0
|bool||[[ai2_showsounds]]||0
| ||  
|"shows AI sounds as they are generated"||OK
|-
|-
|bool||[[ai2_showtargeting]]||0
|bool||[[ai2_showtargeting]]||0
| ||  
|"shows targeting info for AI2 characters"||OK
|-
|-
|bool||[[ai2_showvision]]||0
|bool||[[ai2_showvision]]||0
| ||  
|"shows each AI's vision cones (central and peripheral)"||OK
|-
|-
|int32||[[ai2_spacing_cookies]]||2
|int32||[[ai2_spacing_cookies]]||2
| ||  
|"number of cookies per fight"<br>the more cookies, the more attacks: 0 means nothing but maneuver||OK
|-
|-
|bool||[[ai2_spacing_enable]]||1
|bool||[[ai2_spacing_enable]]||1
| ||  
|"master enable switch for spacing behavior"||OK?
|-
|-
|bool||[[ai2_spacingweights]]||1
|bool||[[ai2_spacing_weights]]||1
| ||  
|"enables position-sensitive weighting of spacing behaviors"||OK?
|-
|-
|int32||[[ai2_stopignoring_count]]||6
|int32||[[ai2_stopignoring_count]]||6
|number of events before the AI will stop ignoring||??
|"set the number of events before the AI will stop ignoring"||??
|-
|-
|int32||[[ai2_stopignoring_time]]||240
|int32||[[ai2_stopignoring_time]]||240
|time before the AI forgets about ignored events, in frames||??
|"set the delay timer before the AI forgets about ignored events"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_hit_everything||0
|bool||am_hit_everything||0
|makes the laser pointer hit all objects||??
|"makes the laser pointer hit all objects"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_invert||''??''
|bool||am_invert||'''!?'''
|inverts aiming||OK
|"inverts aiming"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_axes||0
|bool||am_show_axes||0
| ||
|"shows world axes"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_closest||0
|bool||am_show_closest||0
| ||
|"dumps the closest GQ index to console"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||am_show_filenames||0
|bool||am_show_filenames||0
|displays debug box||
|"dumps the closest GQ index file/obj name to console"<br>WTF? shows debug box, but doesn't dump anything||??
|-bgcolor="silver"
|-bgcolor="silver"
|float||character_name_distance||150.
|float||character_name_distance||150.
|AFAIK, names are always drawn||
|"specifies the distance from the camera that character names no longer draw"<br>(probably needs show_characters)||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_active||1
|bool||chr_active||1
|if OFF, all characters are inactive||OK
|"enables character activity"<br>(0 freezes animation etc)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_aim_width||70.
|float||chr_aim_width||70.
|width of the aiming arc, in degrees||OK
|"number of degress of aiming width"<br>width of the aiming arc, in degrees||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_all_active||0
|bool||chr_all_active||0
|forces offscreen characters to remain active||OK
|"forces all characters to be active"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_auto_aim_arc||90.
|float||chr_auto_aim_arc||90.
|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
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_auto_aim_dist||40.
|float||chr_auto_aim_dist||40.
|threshold distance for auto aiming, 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 !!!'''
|enables custom head size factor for all characters||OK
|"draws everyone with a big head"<br>(head size set by chr_big_head_amount)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_big_head_amount||4.
|float||chr_big_head_amount||4.
|custom head size factor for all characters||OK
|"Controls the size of the big head"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_block_angle||20.
|float||chr_block_angle||20.
|width of the blocking angle, in degrees||OK
|"controls the angle at which the characters can block"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_buffer_size||8
|int32||chr_buffer_size||8
| ||  
|"0 = normal buffer, otherwise buffer duration"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_collision_box||1
|bool||chr_collision_box||1
| ||  
|"toggles character bounding box / bounding sphere collision"||??
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_collision_grow||0.
|float||chr_collision_grow||0.
| ||  
|"sets character bounding box collision grow amount"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1
|bool||chr_corpse_fade_offscreen||1
|makes characters fade to corpses when offscreen||??
|"makes corpses fade when they are offscreen"||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_death_fade_frames||180
|int32||chr_death_fade_frames||180
|time over which characters fade to corpses, in frames||??
|"the number of game ticks until charaters fade over"||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_death_fade_start||7200
|int32||chr_death_fade_start||7200
|time until characters fade to corpses, in frames||??
|"the number of game ticks until charaters begin to fade"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0
|bool||chr_debug_aiming_screen||0
|enables dumping of aiming screen events to '''console'''||OK
|"turns on aiming screen debugging"<br>(dumps AS changes to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_characters||  
|bool||chr_debug_characters||0
| ||  
|"enables debugging information for characters"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_collision|| || ||
|bool||chr_debug_collision||0
|"turns on/off debugging of collision"<br>(melee collision info written to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_fall|| || ||
|bool||chr_debug_fall||0
|"controls debugging falling"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_footsteps|| || ||
|bool||chr_debug_footsteps||0
|"footstep debugging mode"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_footsteps_verbose|| || ||
|bool||chr_debug_footsteps_verbose||0
|"verbose footstep debugging mode"<br>(dumps anim/type/frame to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_handle|| || ||
|bool||chr_debug_handle||0
|"turns on debugging for the handle code"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_impacts|| || ||
|bool||chr_debug_impacts||0
|"prints debugging info about character melee impacts"<br>(to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_overlay|| || ||
|bool||chr_debug_overlay||0
|"enables debugging information for overlays"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_debug_pathfinding|| || ||
|bool||chr_debug_pathfinding||0
|"control pathfinding debugging"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_sphere||0
|bool||chr_debug_sphere||0
|displays collision sphere(s) around characters||  
|"enables sphere tree debugging for characters"<br>(draws collision spheres for every character)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_target||0
|int32||chr_debug_target||0
| ||  
|"selects the character debugging target"<br>(used by all debugging routines)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_trigger_quad||0
|bool||chr_debug_trigger_quad||0
| ||  
|"controls trigger quad debugging"<br>(draws characters as vertical lines)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_disable_melee||0||turns off all melee damage||??
|bool||chr_disable_melee||0
|"turns off all melee damage"<br>(also disables knockdowns; does NOT disable throws)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_disable_visactive||0||disables visibility activation||OK
|bool||chr_disable_visactive||0
|"disables visibility activation"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|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
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_draw_all_characters||0
|bool||chr_draw_all_characters||0
|forces the drawing of all characters (also keeps them active)||OK
|"forces the drawing of all characters"<br>(also keeps them active)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_draw_facing_vector|| || ||
|bool||chr_draw_facing_vector||0
|"enables drawing of the facing vector"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_draw_weapon|| || ||
|bool||chr_draw_weapon||1
|"controls drawing of weapons"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_enable_collision||1||enables character collision||OK
|bool||chr_enable_collision||1
|"enables character collision"<br>(does NOT prevent throws)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||chr_lod||-1||character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh)||OK
|int32||chr_lod||-1
|"forces a given lod if it is between 0 and 4"<br>(uses automatic LOD otherwise)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_mini_me||0||enables custom size factor for the main character||OK
|bool||chr_mini_me||0
|"decreases the size of the main character"<br>(custom zise set by chr_mini_me_amount)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_mini_me_amount||0.5||custom size factor for the main character||OK
|float||chr_mini_me_amount||0.5
|"controls the size of the main character"<br>(if chr_mini_me is enabled)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|bool||chr_pin_character||0
|"pins a character to the ground"<br>(freezes coordinates of ''all'' chars)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_print_sound|| || ||
|bool||chr_print_sound||0
|"turns on printing of the sound effect"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_show_bnv|| || ||
|bool||chr_show_bnv||0
|"shows the bnv of the main character"<br>(pathfindng volume; see [[AKVA]])||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_show_lod|| || ||
|bool||chr_show_lod||0
|"shows the current lod of the main character"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||chr_show_movement|| || ||
|int32||chr_show_movement||0
|"enables movement debugging information for characters"<br>(dumps XZ velocity to console every # frames)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
|bool||chr_weapon_auto_aim||1
|"enables auto aiming"<br>(melee auto aiming not affected)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||cinematic_xoffset||20.||offset from the vertical edge of the screen for the cinematic insert||??
|float||cinematic_xoffset||20.
|"offset from the vertical edge of the screen for the cinematic insert"||??
|-bgcolor="silver"
|-bgcolor="silver"
|float||cinematic_yoffset||65.||offset from the horizontal edge of the screen for the cinematic insert||??
|float||cinematic_yoffset||65.
|"offset from the horizontal edge of the screen for the cinematic insert"||??
|-bgcolor="silver"
|-bgcolor="silver"
|float||cm_canter_unarmed||7.||camera canter in melee, in degrees||OK
|float||cm_canter_unarmed||7.
|"camera canter"<br>(when not aiming; in degrees)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||cm_canter_weapon||8.||camera canter when aiming, in degrees||OK
|float||cm_canter_weapon||8.
|"camera canter"<br>(when aiming, in degrees)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||cm_distance||33.||camera distance to target, in world units||OK
|float||cm_distance||33.
|"camera distance"<br>(to target, in world units)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||cm_height||15.||camera target height to feet, in world units||OK
|float||cm_height||15.
|"camera target"<br>(target height to feet of target character, in world units)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||cm_jello_amt||20||percentage of wall transparency in [[Jello]] mode||OK
|int32||cm_jello_amt||20
|"sets the transparency of walls"<br>(for [[Jello]] mode, in % )||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||cm_jello_radius||12.||radius of effect of [[Jello]] mode||OK
|float||cm_jello_radius||12.
|radius of effect of [[Jello]] mode||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||cm_lookspring_percent||0.5||percentage of lookspring at which fight mode turns off||??
|float||cm_lookspring_percent||0.5
|"at what percent of lookspring fight mode turns off"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|bool||cm_plane_test||1
|"jello camera plane test"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||co_display|| || ||
|bool||co_display||1
|"enables console display"<br>(console output only)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||co_fade_time|| || ||
|int32||co_fade_time||600
|"the fade time of the console"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||co_message_display|| || ||
|bool||co_message_display||1
|"enables text message display"<br>(dmsg and prompts)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||co_priority|| || ||
|int32||co_priority||0
|"changes the priority of messages to display on the console"<br>not sure what messages have priority >0||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||debug_consoles|| || ||
|1||debug_consoles||0
|"prints debugging information about console usage"<br>(information about ''ingame'' consoles; prints to ''dev mode'' console ^^)||OK
|-bgcolor="red"
|-bgcolor="red"
| ||debug_font_cache|| || ||
|??||debug_font_cache||??
|??||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||debug_gun_behavior|| || ||
|bool||debug_gun_behavior||0
|"enable AI gun behavior debugging"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||debug_impacts|| || ||
|bool||debug_impacts||0
|"prints impacts as they occur"<br>(to console; footsteps, melee, projectiles...)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||debug_scripts|| || ||
|bool||debug_scripts||0
|"enable script debugging"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||debug_triggers|| || ||
|bool||debug_triggers||0
|"enable trigger volume debugging"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||debug_weapons|| || ||
|bool||debug_weapons||0
|"prints debugging info about weapon particle events"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||door_drawframes|| || ||
|bool||door_drawframes||0
|"draws doorframes for all unplaced doors"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||door_ignore_locks||0
|bool||door_ignore_locks||0
|ignores locked state for all doors||OK
|"disables all door locks"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||door_pop_lighting|| || ||
|bool||door_pop_lighting||0
|"uses bad door lighting"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||door_show_activation|| || ||
|bool||door_show_activation||0
|"draws a circle where door activates"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||door_show_debug|| || ||
|bool||door_show_debug||0
|"shows debug geometry"<br>(dumps events to console)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||[[draw_every_frame]]||0
|bool||[[draw_every_frame]]||0
|forces the drawing of every Nth frame||OK
|"forces drawing of every frame"<br>(every '''draw_every_frame_multiple'''th frame)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||[[draw_every_frame_multiple]]||1  
|int32||[[draw_every_frame_multiple]]||1  
||sets the drawing frequency if '''draw_every_frame''' is ON||OK
||"draw every frame multiple"<br>set drawing frequency if '''draw_every_frame''' is ON||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_collision||1
|bool||env_collision||1
|enables environment collision||??
|"enables environment collision"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_drawallgqs||0
|bool||env_drawallgqs||0
| ||??
|"draw all the GQs"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_drawfrustum||0
|bool||env_drawfrustum||0
| ||??
|"draw the frustum around the environment camera"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_drawvisonly||0
|bool||env_drawvisonly||0
| ||??
|"draw only the GQs used for visibility"||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||[[env_highlight_gq]]||-1
|int32||[[env_highlight_gq]]||-1
|points out the quad with that ID (-1 means none)||OK
|"highlights a particular gq"<br>(-1 means none)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||[[env_ray_number]]||20
|int32||[[env_ray_number]]||20
|number or rays cast per frame||
|"sets the number of rays to cast"<br>(per frame?)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_show_ghostgqs||0
|bool||env_show_ghostgqs||0
| ||??
|"when true show ghost GQs"||OK?
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_show_leafnodes||0
|bool||env_show_leafnodes||0
| ||??
|"enables display of environment octtree leaf nodes"||??
|-bgcolor="silver"
|-bgcolor="silver"
|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"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_show_octtree||0
|bool||env_show_octtree||0
| ||  
|"enables display of environment octtree traversal"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||[[env_show_quad_count]]||0|| ||
|bool||[[env_show_quad_count]]||0
|"shows the count of visable environment quads"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_show_rays||0|| ||
|bool||env_show_rays||0
|"draw the rays"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_show_stairflagged||0|| ||
|bool||env_show_stairflagged||0
|"show specially flagged noncollision quads"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||fast_lookup|| || ||
|bool||fast_lookup||0
|"enables fast lookup"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||fast_mode|| || ||
|bool||fast_mode||0
|"makes the game run fast"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||flag_name_distance|| || ||
|float||flag_name_distance||150.0
|"specifies the distance from the camera that flag names no longer draw"<br>(probably needs show_flags)||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||flag_new_id|| || ||
|int32||flag_new_id||'''!?'''
|"specifies the id for a new flag"<br>(equal to the last flag added at level load)||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||footstep_flash|| || ||
|bool||footstep_flash||0
|"footstep flash mode"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||fx_laser_width|| || ||
|float||fx_laser_width||0.2
|width of lasers (weapons and triggers)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gl_disable_depth_reads||0||disables depth reads||??
|bool||gl_disable_depth_reads||0
|"disable_depth_reads"||??
|-bgcolor="red"
|-bgcolor="red"
| ||gl_disable_dxt1|| || ||
|??||gl_disable_dxt1||??
|??||??
|-bgcolor="red"
|-bgcolor="red"
| ||gl_disable_packed_pixels|| || ||
|??||gl_disable_packed_pixels||??
|??||??
|-
|-
|float||gl_fog_blue||'''0.25'''||amount of blue fog (0 - 1)||OK
|float||gl_fog_blue||'''0.25 !!!'''
|"fog blue"<br>(amount: 0 to 1)||OK
|-
|-
|float||gl_fog_end||'''1.'''||fog end||OK
|float||gl_fog_end||'''1. !!!'''
|"fog end"||OK
|-
|-
|float||gl_fog_green||'''0.25'''||amount of green fog (0 - 1)||OK
|float||gl_fog_green||'''0.25 !!!'''
|"fog green"<br>(amount: 0 to 1)||OK
|-
|-
|float||gl_fog_red||'''0.25'''||amount of red fog (0 - 1)||OK
|float||gl_fog_red||'''0.25 !!!'''
|"fog red"<br>(amount: 0 to 1)||OK
|-
|-
|float||gl_fog_start||'''0.975'''||fog start||OK
|float||gl_fog_start||'''0.975 !!!'''
|"fog start"||OK
|-bgcolor="red"
|-bgcolor="red"
| ||gl_mipmap_offset|| || ||
|??||gl_mipmap_offset||??
|??||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_input_accel|| || ||
|float||gs_input_accel||5.0
|"use this to control the input sensitivity"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_screen_shot_reduce|| || ||
|int32||gs_screen_shot_reduce||0
|"2^n amount of reduction"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_characters|| || ||
|bool||gs_show_characters||0
|"turns on the drawing of characters"||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gs_show_corpses||1||enables drawing of corpses||OK
|bool||gs_show_corpses||1
|"show corpses"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_environment|| || ||
|bool||gs_show_environment||1
|"turns on doing the environment"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_object_count|| || ||
|bool||gs_show_object_count||0
|"shows the count of objects"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_objects|| || ||
|bool||gs_show_objects||1
|"turns on the drawing of objects"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_particles|| || ||
|bool||gs_show_particles||1
|"turns on the drawing of particles"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_physics_count|| || ||
|bool||gs_show_physics_count||0
|"shows the count of physics"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_scripting_count|| || ||
|bool||gs_show_scripting_count||0
|"shows the count of active scripting contexts"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_shadows|| || ||
|bool||gs_show_shadows||1
|"enables character shadows"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_show_sky|| || ||
|bool||gs_show_sky||1
|"turns on the sky"||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gs_show_ui||1||enables Head-Up Display||OK
|bool||gs_show_ui||1
|"turns on the ui" (aka HUD)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_sleep|| || ||
|bool||gs_sleep||0
|"turns on a call to sleep to make debugging easier"||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||gs_stable_ear|| || ||
|bool||gs_stable_ear||1
|"makes the ear stable"||??
|-
|-
|bool||[[invincible]]||''0''||makes player invincible||OK
|bool||[[invincible]]||'''0 !!!'''
|"makes player invincible"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||laser_alpha|| || ||
|bool||laser_alpha||0
|WTF? lasers are always transparent||??
|-bgcolor="lime"
|-bgcolor="lime"
| ||li_center_cursor|| || ||
|bool||li_center_cursor||1
|"should we center the cursor"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_buffer_clear|| || ||
|bool||m3_buffer_clear||1
|"toggles buffer clear"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_clear_color|| || ||
|bool||m3_clear_color||0
|??||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_double_buffer|| || ||
|bool||m3_double_buffer||1
|"toggles double buffer mode"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_fill_solid|| || ||
|bool||m3_fill_solid||1
|"toggles wireframe/solid"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_shade_vertex|| || ||
|bool||m3_shade_vertex||1
|"vertex shader on/off"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_texture|| || ||
|bool||m3_texture||1
|0 >> crash ^^||??
|-bgcolor="silver"
|-bgcolor="silver"
| ||m3_zcompareon|| || ||
|bool||m3_zcompareon||1
|"true if zcompare is on"||OK
|-
|-
|bool||marketing_line_off||0||turns the laser sight off||OK
|bool||marketing_line_off||0
|"turns the laser line off"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||ob_show_debug|| || ||
|bool||ob_show_debug||0
|"enable physics debugging visuals"<br>(shows spheres for doors etc)||OK
|-
|-
|bool||[[omnipotent]]||''0''||makes player omnipotent||OK
|bool||[[omnipotent]]||'''0 !!!'''
|"makes player omnipotent"||OK
|-
|-
| ||p3_debug_collision|| || ||
|int32||p3_debug_collision||256
|"enables collision debugging display"<br>(actually a boolean; only the low bit counts)||OK
|-
|-
| ||p3_everything_breakable|| || ||
|bool||p3_everything_breakable||0
|"makes every quad breakable"||OK
|-
|-
| ||p3_furniture_breakable|| || ||
|bool||p3_furniture_breakable||0
|"makes all furniture breakable"||OK
|-
|-
| ||p3_glass_breakable|| || ||
|bool||p3_glass_breakable||1
|"enables breakable glass"||OK
|-
|-
| ||p3_show_env_collision|| || ||
|bool||p3_show_env_collision||0
|"draws particle / environment collisions"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||patrolpath_name_distance|| || ||
|float||patrolpath_name_distance||150.0
|"specifies the distance from the camera that patrol point names no longer draw"<br>(probably needs show_patrolpaths)||??
|-
|-
| ||ph_active|| || ||
|bool||ph_active||1
|"enable physics"||OK
|-
|-
| ||ph_debug_keyforces|| || ||
|bool||ph_debug_keyforces||0
|"toggle keyboard applied forces"||??
|-
|-
| ||ph_show_collisions|| || ||
|bool||ph_show_collisions||0
|"toggle display of colliding quads"||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||recoil_base|| || ||
|float||recoil_base||0.0
|"base" (for current ONWC; needs recoil_edit)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||recoil_edit|| || ||
|bool||recoil_edit||0
|"enables editable recoil"<br>||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||recoil_factor|| || ||
|float||recoil_factor||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||recoil_max|| || ||
|float||recoil_max||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|-bgcolor="silver"
|-bgcolor="silver"
| ||recoil_return_speed|| || ||
|float||recoil_return_speed||0.0
|"factor" (for current ONWC; needs recoil_edit)||OK
|-
|-
|int32||save_point||''??''||which save point we are on||OK
|int32||save_point||'''!?'''
|which save point we are on||OK
|-bgcolor="silver"
|-bgcolor="silver"
|int32||saved_film_character_offset||1
|int32||saved_film_character_offset||1
| ||  
|"dumps the filmed animation data of the player to file"||OK?
|-bgcolor="silver"
|-bgcolor="silver"
|bool||saved_film_loop||0
|bool||saved_film_loop||0
Line 530: Line 639:
|-bgcolor="silver"
|-bgcolor="silver"
|string||sc_bind_f2||""
|string||sc_bind_f2||""
|animation bound to '''cutscene1'''||OK
|name of animation bound to '''cutscene1'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
|string||sc_bind_f3||""
|string||sc_bind_f3||""
|animation bound to '''cutscene2'''||OK
|name of animation bound to '''cutscene2'''||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||show_characters||1
|bool||show_characters||0
|toggles the display of characters||OK
|"enables the display of character starting positions"<br>(see BINA/OBJC/CHAR)||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||show_chr_env_collision||0
|bool||show_chr_env_collision||0
| ||??
|"draws character / environment collisions"<br>(same as ph_show_collisions?)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||show_flags||0
|bool||show_flags||0
|show flags?||??
|"enables the display of flags"<br>(see BINA/OBJC/FLAG)||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||show_laser_env_collision||0
|bool||show_laser_env_collision||0
| ||??
|"draws laser / environment collisions"<br>(works with any loaded gun)||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||show_patrolpaths||0
|bool||show_patrolpaths||0
| ||??
|"enables the display of AI patrol path objects"<br>(see BINA/OBJC/PATR)||??
|-bgcolor="silver"
|-bgcolor="silver"
|bool||show_performance||0
|bool||show_performance||0
Line 613: Line 722:
|suppresses prompt about new objectives or moves||OK
|suppresses prompt about new objectives or moves||OK
|-
|-
|bool||[[unstoppable]]||''0''
|bool||[[unstoppable]]||'''0 !!!'''
|makes player unstoppable||OK
|makes player unstoppable||OK
|-bgcolor="silver"
|-bgcolor="silver"