BSL:Variables: Difference between revisions

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m (Table ready for filling in :))
Line 3: Line 3:
==Assignment==
==Assignment==
Put usage of '''=''' here.
Put usage of '''=''' here.
==Native variables==
==Preset variables==
All the native OSL variables should be listed here, in alphabetical order. Please expand.
;All the preset OSL variables are listed here, in alphabetical order.
;Please fill in with [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm ssg's stuff] (descriptions + OK if variable works).
;Type and default value (from console) if you're motivated enough.
;It may be a little less tedious to expand specific subpages of [[OSL:Preset|Preset]]
;(mini-tutorials of sorts) [[User:Geyser|geyser]]


The missing stuff is everything from the [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm#dsc Developer Script Commands] section of [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/commands.htm ssg's list] (variables only, of course; functions go [[OSL:Functions|HERE]]).


;Color
;Color
:Gray : available only on PC retail and beta 4 or earlier
:White : available on all versions
:(although there are a few differences between PC retail and beta 4... oh well...)
:Gray : available only on PC retail and Mac beta 4
:Red : Mac beta 4 exclusive
:Green : PC retail exclusive
;Default value
;Default value
:Bold : reset by engine at level load (not reflected by the table yet)
:Bold : reset by engine at level load (not checked yet for '''chr_buffer_size''' and beyond, unless specified)
{|border=1 cellspacing=0 cellpadding=1
{|border=1 cellspacing=0 cellpadding=1
!Type!!Name!!Default value!!Comment!!Tested
!Type!!Name!!Default value!!Comment!!Works
|-
|-
|bool||ai2_blind||0||turns off the AI's visual sensing system||OK
|bool||ai2_barabbas_run||1||"lets Barabbas run while carrying his gun"||NO
|-
|-
|bool||ai2_boss_battle||0||enables AI boss-battle target selection||??
|bool||ai2_blind||'''0'''||turns off the AI's visual sensing system||OK
|-
|-
|bool||ai2_deaf||0||turns off the AI's sound sensing system||OK
|bool||ai2_boss_battle||'''0'''||enables AI boss-battle target selection||??
|-
|bool||ai2_chump_stop||'''0'''||"stops the chump"||??
|-
|bool||ai2_deaf||'''0'''||turns off the AI's sound sensing system||OK
|-
|-
|int32||ai2_debug_localmove_lines||20||number of lines to cast to debug local-movement code||??
|int32||ai2_debug_localmove_lines||20||number of lines to cast to debug local-movement code||??
|-bgcolor="lime"
|bool||ai2_debug_localmovement||0||debug local-movement code from player's position||OK
|-
|bool||ai2_debug_localpathfinding||0||debug local-path code from player's position and facing||OK
|-
|bool||ai2_debug_showsettingIDs||0||shows ID numbers for combat, melee and neutral settings||??
|-
|bool||ai2_ignore_player||'''0'''||makes all AI ignore the player||OK
|-
|bool||ai2_melee_weightcorrection||1||weights down non-attack techniques so they are never more than attacks||??
|-
|bool||ai2_printspawn||0||prints information about each AI spawn||??
|-
|bool||ai2_showactivationpaths||0|| ||
|-
|bool||ai2_showastar||0|| ||
|-
|bool||ai2_showcombatranges||0|| ||
|-
|bool||ai2_showconnections||0|| ||
|-
|bool||ai2_showdynamicgrids||0|| ||
|-
|bool||ai2_showfights||0|| ||
|-
|bool||ai2_showfiringspreads||0|| ||
|-
|bool||ai2_showgrids||0|| ||
|-
|bool||ai2_showhealth||0|| ||
|-
|bool||ai2_showintersections||0|| ||
|-
|bool||ai2_showjoblocations||0|| ||
|-
|bool||ai2_showlasers||0|| ||
|-
|bool||ai2_showlinetochar||0|| ||
|-
|bool||ai2_showlocalmelee||0|| ||
|-
|bool||ai2_showlos||0|| ||
|-
|bool||ai2_shownames||0|| ||
|-
|bool||ai2_showpathfindingerrors||0|| ||
|-
|bool||ai2_showpaths||0|| ||
|-
|bool||ai2_showprediction||0|| ||
|-
|-
|bool||ai2_ignore_player||0||makes all AI ignore the player||OK
|bool||ai2_showprojectiles||0|| ||  
|-
|bool||ai2_showsounds||0|| ||
|-
|bool||ai2_showtargeting||0|| ||
|-
|bool||ai2_showvision||0|| ||
|-
|int32||ai2_spacing_cookies||2|| ||
|-
|bool||ai2_spacing_enable||1|| ||
|-
|bool||ai2_spacingweights||1|| ||
|-
|-
|int32||ai2_stopignoring_count||6||number of events before the AI will stop ignoring||??
|int32||ai2_stopignoring_count||6||number of events before the AI will stop ignoring||??
|-
|-
|int32||ai2_stopignoring_time||240||time before the AI forgets about ignored events, in frames||??
|int32||ai2_stopignoring_time||240||time before the AI forgets about ignored events, in frames||??
|-
|-bgcolor="silver"
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|bool||am_hit_everything||0||makes the laser pointer hit all objects||??
|-
|-bgcolor="silver"
|bool||am_invert||...||inverts aiming||OK
|bool||am_invert||'''??'''||inverts aiming||OK
|-bgcolor="silver"
|bool||am_show_axes|| || ||
|-bgcolor="silver"
|bool||am_show_closest|| || ||
|-bgcolor="silver"
|bool||am_show_filenames|| || ||
|-bgcolor="silver"
|bool||character_name_distance|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_active||1||enables character activity||OK
|bool||chr_active||1||enables character activity||OK
Line 44: Line 123:
|float||chr_auto_aim_dist||40.||threshold distance for auto aiming, in world units||OK
|float||chr_auto_aim_dist||40.||threshold distance for auto aiming, in world units||OK
|-
|-
|bool||chr_big_head||0||enables custom head size factor for all characters||OK
|bool||chr_big_head||'''0'''||enables custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|float||chr_big_head_amount||4.||custom head size factor for all characters||OK
|-bgcolor="silver"
|-bgcolor="silver"
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|float||chr_block_angle||20.||width of the blocking angle, in degrees||OK
|-bgcolor="silver"
| ||chr_buffer_size|| || ||
|-bgcolor="silver"
| ||chr_collision_box|| || ||
|-bgcolor="silver"
| ||chr_collision_grow|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
|bool||chr_corpse_fade_offscreen||1||makes characters fade to corpses when offscreen||??
Line 57: Line 142:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|bool||chr_debug_aiming_screen||0||enables dumping of aiming screen events to '''console'''||OK
|-bgcolor="silver"
| ||chr_debug_characters|| || ||
|-bgcolor="silver"
| ||chr_debug_collision|| || ||
|-bgcolor="silver"
| ||chr_debug_fall|| || ||
|-bgcolor="silver"
| ||chr_debug_footsteps|| || ||
|-bgcolor="silver"
| ||chr_debug_footsteps_verbose|| || ||
|-bgcolor="silver"
| ||chr_debug_handle|| || ||
|-bgcolor="silver"
| ||chr_debug_impacts|| || ||
|-bgcolor="silver"
| ||chr_debug_overlay|| || ||
|-bgcolor="silver"
| ||chr_debug_pathfinding|| || ||
|-bgcolor="silver"
| ||chr_debug_sphere|| || ||
|-bgcolor="silver"
| ||chr_debug_target|| || ||
|-bgcolor="silver"
| ||chr_debug_trigger_quad|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_disable_melee||0||turns off all melee damage||??
|bool||chr_disable_melee||0||turns off all melee damage||??
Line 63: Line 172:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|bool||chr_draw_aiming_vector||0||enables drawing of the aiming vector||OK
|-bgcolor="silver"
| ||chr_draw_all_characters|| || ||
|-bgcolor="silver"
| ||chr_draw_facing_vector|| || ||
|-bgcolor="silver"
| ||chr_draw_weapon|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_enable_collision||1||enables character collision||OK
|bool||chr_enable_collision||1||enables character collision||OK
Line 73: Line 188:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|bool||chr_pin_character||0||pins all characters (freezes coordinates)||OK
|-bgcolor="silver"
| ||chr_print_sound|| || ||
|-bgcolor="silver"
| ||chr_show_bnv|| || ||
|-bgcolor="silver"
| ||chr_show_lod|| || ||
|-bgcolor="silver"
| ||chr_show_movement|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
|bool||chr_weapon_auto_aim||1||enables auto aiming||OK
Line 95: Line 218:
|-bgcolor="silver"
|-bgcolor="silver"
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|bool||cm_plane_test||1||enables plane test for [[Jello]] camera||??
|-bgcolor="silver"
| ||co_display|| || ||
|-bgcolor="silver"
| ||co_fade_time|| || ||
|-bgcolor="silver"
| ||co_message_display|| || ||
|-bgcolor="silver"
| ||co_priority|| || ||
|-bgcolor="silver"
| ||debug_consoles|| || ||
|-bgcolor="red"
| ||debug_font_cache|| || ||
|-bgcolor="silver"
| ||debug_gun_behavior|| || ||
|-bgcolor="silver"
| ||debug_impacts|| || ||
|-bgcolor="silver"
| ||debug_scripts|| || ||
|-bgcolor="silver"
| ||debug_triggers|| || ||
|-bgcolor="silver"
| ||debug_weapons|| || ||
|-bgcolor="silver"
| ||door_drawframes|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||door_ignore_locks||0||disables all door locks||OK
|bool||door_ignore_locks||0||disables all door locks||OK
|-bgcolor="silver"
| ||door_pop_lighting|| || ||
|-bgcolor="silver"
| ||door_show_activation|| || ||
|-bgcolor="silver"
| ||door_show_debug|| || ||
|-bgcolor="silver"
| ||draw_every_frame|| || ||
|-bgcolor="silver"
| ||draw_every_frame_multiple|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||env_collision||1||enables environment collision||??
|bool||env_collision||1||enables environment collision||??
|-bgcolor="silver"
| ||env_drawallgqs|| || ||
|-bgcolor="silver"
| ||env_drawfrustum|| || ||
|-bgcolor="silver"
| ||env_drawvisonly|| || ||
|-bgcolor="silver"
| ||env_highlight_gq|| || ||
|-bgcolor="silver"
| ||env_ray_number|| || ||
|-bgcolor="silver"
| ||env_show_ghostgqs|| || ||
|-bgcolor="silver"
| ||env_show_leafnodes|| || ||
|-bgcolor="silver"
| ||env_show_octnode_gqs|| || ||
|-bgcolor="silver"
| ||env_show_octtree|| || ||
|-bgcolor="silver"
| ||env_show_quad_count|| || ||
|-bgcolor="silver"
| ||env_show_rays|| || ||
|-bgcolor="silver"
| ||env_show_stairflagged|| || ||
|-bgcolor="silver"
| ||fast_lookup|| || ||
|-bgcolor="silver"
| ||fast_mode|| || ||
|-bgcolor="silver"
| ||flag_name_distance|| || ||
|-bgcolor="silver"
| ||flag_new_id|| || ||
|-bgcolor="silver"
| ||footstep_flash|| || ||
|-bgcolor="silver"
| ||fx_laser_width|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gl_disable_depth_reads||0||disables depth reads||??
|bool||gl_disable_depth_reads||0||disables depth reads||??
|-bgcolor="red"
| ||gl_disable_dxt1|| || ||
|-bgcolor="red"
| ||gl_disable_packed_pixels|| || ||
|-
|-
|float||gl_fog_start||0.975||fog start||OK
|float||gl_fog_blue||'''0.25'''||amount of blue fog (0 - 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'''||amount of green fog (0 - 1)||OK
|-
|-
|float||gl_fog_blue||0.25||amount of blue fog (0 - 1)||OK
|float||gl_fog_red||'''0.25'''||amount of red fog (0 - 1)||OK
|-
|-
|float||gl_fog_red||0.25||amount of red fog (0 - 1)||OK
|float||gl_fog_start||'''0.975'''||fog start||OK
|-bgcolor="red"
| ||gl_mipmap_offset|| || ||
|-bgcolor="silver"
| ||gs_input_accel|| || ||
|-bgcolor="silver"
| ||gs_screen_shot_reduce|| || ||
|-bgcolor="silver"
| ||gs_show_characters|| || ||  
|-bgcolor="silver"
|-bgcolor="silver"
|bool||gs_show_corpses||1||enables drawing of corpses||OK
|bool||gs_show_corpses||1||enables drawing of corpses||OK
|-
|-bgcolor="silver"
| ||gs_show_environment|| || ||
|-bgcolor="silver"
| ||gs_show_object_count|| || ||
|-bgcolor="silver"
| ||gs_show_objects|| || ||
|-bgcolor="silver"
| ||gs_show_particles|| || ||
|-bgcolor="silver"
| ||gs_show_physics_count|| || ||
|-bgcolor="silver"
| ||gs_show_scripting_count|| || ||
|-bgcolor="silver"
| ||gs_show_shadows|| || ||
|-bgcolor="silver"
| ||gs_show_sky|| || ||
|-bgcolor="silver"
|bool||gs_show_ui||1||enables Head-Up Display||OK
|bool||gs_show_ui||1||enables Head-Up Display||OK
|-bgcolor="silver"
| ||gs_sleep|| || ||
|-bgcolor="silver"
| ||gs_stable_ear|| || ||
|-
|-
|bool||invincible||0||makes player invincible||OK
|bool||invincible||'''0'''||makes player invincible||OK
|-bgcolor="silver"
| ||laser_alpha|| || ||
|-bgcolor="lime"
| ||li_center_cursor|| || ||
|-bgcolor="silver"
| ||m3_buffer_clear|| || ||
|-bgcolor="silver"
| ||m3_clear_color|| || ||
|-bgcolor="silver"
| ||m3_double_buffer|| || ||
|-bgcolor="silver"
| ||m3_fill_solid|| || ||
|-bgcolor="silver"
| ||m3_shade_vertex|| || ||
|-bgcolor="silver"
| ||m3_texture|| || ||
|-bgcolor="silver"
| ||m3_zcompareon|| || ||
|-
|-
|bool||marketing_line_off||0||turns the laser sight off||OK
|bool||marketing_line_off||0||turns the laser sight off||OK
|-bgcolor="silver"
| ||ob_show_debug|| || ||
|-
|bool||omnipotent||'''0'''||makes player omnipotent||OK
|-
| ||p3_debug_collision|| || ||
|-
| ||p3_everything_breakable|| || ||
|-
| ||p3_furniture_breakable|| || ||
|-
|-
|bool||omnipotent||0||makes player omnipotent||OK
| ||p3_glass_breakable|| || ||  
|-
|-
|int32||save_point||...||which save point we are on||OK
| ||p3_show_env_collision|| || ||
|-bgcolor="silver"
| ||patrolpath_name_distance|| || ||
|-
| ||ph_active|| || ||
|-
| ||ph_debug_keyforces|| || ||
|-
| ||ph_show_collisions|| || ||
|-bgcolor="silver"
| ||recoil_base|| || ||
|-bgcolor="silver"
| ||recoil_edit|| || ||
|-bgcolor="silver"
| ||recoil_factor|| || ||
|-bgcolor="silver"
| ||recoil_max|| || ||
|-bgcolor="silver"
| ||recoil_return_speed|| || ||
|-
|int32||save_point||'''??'''||which save point we are on||OK
|-bgcolor="silver"
| ||saved_film_character_offset|| || ||
|-bgcolor="silver"
| ||saved_film_loop|| || ||
|-bgcolor="silver"
| ||sc_bind_f2|| || ||
|-bgcolor="silver"
| ||sc_bind_f3|| || ||
|-bgcolor="silver"
| ||show_characters|| || ||
|-bgcolor="silver"
| ||show_chr_env_collision|| || ||
|-bgcolor="silver"
| ||show_flags|| || ||
|-bgcolor="silver"
| ||show_laser_env_collision|| || ||
|-bgcolor="silver"
| ||show_patrolpaths|| || ||
|-bgcolor="silver"
| ||show_performance|| || ||
|-bgcolor="silver"
| ||show_performance_gsd|| || ||
|-bgcolor="silver"
| ||show_performance_gsu|| || ||
|-bgcolor="silver"
| ||show_sound_all|| || ||
|-bgcolor="silver"
| ||show_sound_rectangles|| || ||
|-bgcolor="silver"
| ||show_sound_spheres|| || ||
|-bgcolor="silver"
| ||show_triggers|| || ||
|-bgcolor="silver"
| ||show_turrets|| || ||
|-bgcolor="silver"
| ||single_step|| || ||
|-bgcolor="silver"
| ||sky_height|| || ||
|-bgcolor="silver"
| ||sky_height|| || ||
|-bgcolor="silver"
| ||sky_show_clouds|| || ||
|-bgcolor="silver"
| ||sky_show_planet|| || ||
|-bgcolor="silver"
| ||sky_show_sky|| || ||
|-bgcolor="silver"
| ||sky_show_skybox|| || ||
|-bgcolor="silver"
| ||sky_show_stars|| || ||
|-
| ||sound_show_debug|| || ||
|-bgcolor="silver"
| ||spatial_footsteps|| || ||
|-bgcolor="silver"
| ||sync_debug|| || ||
|-bgcolor="silver"
|-bgcolor="silver"
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|float||target_max_distance||75000.||distance to objective over which the radar arc changes size, in world units||OK
|-bgcolor="silver"
| ||turret_show_debug|| || ||
|-
|-
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|bool||ui_suppress_prompt||0||suppresses HUD prompting about new objectives or moves||OK
|-
|-
|bool||unstoppable||0||makes player unstoppable||OK
|bool||unstoppable||'''0'''||makes player unstoppable||OK
|-bgcolor="silver"
|-bgcolor="silver"
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
|bool||wait_for_key||0||makes the game wait for a key before level load||OK
Line 135: Line 466:
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_fadetime||360||free time for powerups||??
|int32||wp_fadetime||360||free time for powerups||??
|-
|-bgcolor="silver"
|bool||wp_force_half_scale||0||??||??
|bool||wp_force_half_scale||0||??||??
|-
|-bgcolor="silver"
|bool||wp_force_no_scale||0||??||??
|bool||wp_force_no_scale||0||??||??
|-
|-bgcolor="silver"
|bool||wp_force_scale||0||??||??
|bool||wp_force_scale||0||??||??
|-bgcolor="silver"
|-bgcolor="silver"
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|int32||wp_hypostrength||25||strength of hypo spray (in per cent of full health)||OK
|-
|-bgcolor="silver"
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|bool||wp_kickable||0||lets ''everyone but the player'' collide with weapons||OK
|-
|-bgcolor="silver"
|float||wp_pow_adjustment||0.3||??||??
|float||wp_pow_adjustment||0.3||??||??
|-
|-bgcolor="silver"
|float||wp_scale_adjustment||1.||??||??
|float||wp_scale_adjustment||1.||??||??
|}
|}

Revision as of 02:28, 12 July 2006

Declaration

Put usage of var here. Link to OSL data types

Assignment

Put usage of = here.

Preset variables

All the preset OSL variables are listed here, in alphabetical order.
Please fill in with ssg's stuff (descriptions + OK if variable works).
Type and default value (from console) if you're motivated enough.
It may be a little less tedious to expand specific subpages of Preset
(mini-tutorials of sorts) geyser


Color
White : available on all versions
Gray : available only on PC retail and Mac beta 4
Red : Mac beta 4 exclusive
Green : PC retail exclusive
Default value
Bold : reset by engine at level load (not checked yet for chr_buffer_size and beyond, unless specified)
Type Name Default value Comment Works
bool ai2_barabbas_run 1 "lets Barabbas run while carrying his gun" NO
bool ai2_blind 0 turns off the AI's visual sensing system OK
bool ai2_boss_battle 0 enables AI boss-battle target selection ??
bool ai2_chump_stop 0 "stops the chump" ??
bool ai2_deaf 0 turns off the AI's sound sensing system OK
int32 ai2_debug_localmove_lines 20 number of lines to cast to debug local-movement code ??
bool ai2_debug_localmovement 0 debug local-movement code from player's position OK
bool ai2_debug_localpathfinding 0 debug local-path code from player's position and facing OK
bool ai2_debug_showsettingIDs 0 shows ID numbers for combat, melee and neutral settings ??
bool ai2_ignore_player 0 makes all AI ignore the player OK
bool ai2_melee_weightcorrection 1 weights down non-attack techniques so they are never more than attacks ??
bool ai2_printspawn 0 prints information about each AI spawn ??
bool ai2_showactivationpaths 0
bool ai2_showastar 0
bool ai2_showcombatranges 0
bool ai2_showconnections 0
bool ai2_showdynamicgrids 0
bool ai2_showfights 0
bool ai2_showfiringspreads 0
bool ai2_showgrids 0
bool ai2_showhealth 0
bool ai2_showintersections 0
bool ai2_showjoblocations 0
bool ai2_showlasers 0
bool ai2_showlinetochar 0
bool ai2_showlocalmelee 0
bool ai2_showlos 0
bool ai2_shownames 0
bool ai2_showpathfindingerrors 0
bool ai2_showpaths 0
bool ai2_showprediction 0
bool ai2_showprojectiles 0
bool ai2_showsounds 0
bool ai2_showtargeting 0
bool ai2_showvision 0
int32 ai2_spacing_cookies 2
bool ai2_spacing_enable 1
bool ai2_spacingweights 1
int32 ai2_stopignoring_count 6 number of events before the AI will stop ignoring ??
int32 ai2_stopignoring_time 240 time before the AI forgets about ignored events, in frames ??
bool am_hit_everything 0 makes the laser pointer hit all objects ??
bool am_invert ?? inverts aiming OK
bool am_show_axes
bool am_show_closest
bool am_show_filenames
bool character_name_distance
bool chr_active 1 enables character activity OK
float chr_aim_width 70. width of the aiming arc, in degrees OK
bool chr_all_active 0 forces all characters to be active OK
float chr_auto_aim_arc 90. width of the auto aiming arc, in degrees OK
float chr_auto_aim_dist 40. threshold distance for auto aiming, in world units OK
bool chr_big_head 0 enables custom head size factor for all characters OK
float chr_big_head_amount 4. custom head size factor for all characters OK
float chr_block_angle 20. width of the blocking angle, in degrees OK
chr_buffer_size
chr_collision_box
chr_collision_grow
bool chr_corpse_fade_offscreen 1 makes characters fade to corpses when offscreen ??
int32 chr_death_fade_frames 180 time over which characters fade to corpses, in frames ??
int32 chr_death_fade_start 7200 time until characters fade to corpses, in frames ??
bool chr_debug_aiming_screen 0 enables dumping of aiming screen events to console OK
chr_debug_characters
chr_debug_collision
chr_debug_fall
chr_debug_footsteps
chr_debug_footsteps_verbose
chr_debug_handle
chr_debug_impacts
chr_debug_overlay
chr_debug_pathfinding
chr_debug_sphere
chr_debug_target
chr_debug_trigger_quad
bool chr_disable_melee 0 turns off all melee damage ??
bool chr_disable_visactive 0 disables visibility activation OK
bool chr_draw_aiming_vector 0 enables drawing of the aiming vector OK
chr_draw_all_characters
chr_draw_facing_vector
chr_draw_weapon
bool chr_enable_collision 1 enables character collision OK
int32 chr_lod -1 character LOD (-1 = AUTO, 0 = xlow, ..., 4 = xhigh) OK
bool chr_mini_me 0 enables custom size factor for the main character OK
float chr_mini_me_amount 0.5 custom size factor for the main character OK
bool chr_pin_character 0 pins all characters (freezes coordinates) OK
chr_print_sound
chr_show_bnv
chr_show_lod
chr_show_movement
bool chr_weapon_auto_aim 1 enables auto aiming OK
float cinematic_xoffset 20. offset from the vertical edge of the screen for the cinematic insert ??
float cinematic_yoffset 65. offset from the horizontal edge of the screen for the cinematic insert ??
float cm_canter_unarmed 7. camera canter in melee, in degrees OK
float cm_canter_weapon 8. camera canter when aiming, in degrees OK
float cm_distance 33. camera distance to target, in world units OK
float cm_height 15. camera target height to feet, in world units OK
int32 cm_jello_amt 20 percentage of wall transparency in Jello mode OK
float cm_jello_radius 12. radius of effect of Jello mode OK
float cm_lookspring_percent 0.5 percentage of lookspring at which fight mode turns off ??
bool cm_plane_test 1 enables plane test for Jello camera ??
co_display
co_fade_time
co_message_display
co_priority
debug_consoles
debug_font_cache
debug_gun_behavior
debug_impacts
debug_scripts
debug_triggers
debug_weapons
door_drawframes
bool door_ignore_locks 0 disables all door locks OK
door_pop_lighting
door_show_activation
door_show_debug
draw_every_frame
draw_every_frame_multiple
bool env_collision 1 enables environment collision ??
env_drawallgqs
env_drawfrustum
env_drawvisonly
env_highlight_gq
env_ray_number
env_show_ghostgqs
env_show_leafnodes
env_show_octnode_gqs
env_show_octtree
env_show_quad_count
env_show_rays
env_show_stairflagged
fast_lookup
fast_mode
flag_name_distance
flag_new_id
footstep_flash
fx_laser_width
bool gl_disable_depth_reads 0 disables depth reads ??
gl_disable_dxt1
gl_disable_packed_pixels
float gl_fog_blue 0.25 amount of blue fog (0 - 1) 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_red 0.25 amount of red fog (0 - 1) OK
float gl_fog_start 0.975 fog start OK
gl_mipmap_offset
gs_input_accel
gs_screen_shot_reduce
gs_show_characters
bool gs_show_corpses 1 enables drawing of corpses OK
gs_show_environment
gs_show_object_count
gs_show_objects
gs_show_particles
gs_show_physics_count
gs_show_scripting_count
gs_show_shadows
gs_show_sky
bool gs_show_ui 1 enables Head-Up Display OK
gs_sleep
gs_stable_ear
bool invincible 0 makes player invincible OK
laser_alpha
li_center_cursor
m3_buffer_clear
m3_clear_color
m3_double_buffer
m3_fill_solid
m3_shade_vertex
m3_texture
m3_zcompareon
bool marketing_line_off 0 turns the laser sight off OK
ob_show_debug
bool omnipotent 0 makes player omnipotent OK
p3_debug_collision
p3_everything_breakable
p3_furniture_breakable
p3_glass_breakable
p3_show_env_collision
patrolpath_name_distance
ph_active
ph_debug_keyforces
ph_show_collisions
recoil_base
recoil_edit
recoil_factor
recoil_max
recoil_return_speed
int32 save_point ?? which save point we are on OK
saved_film_character_offset
saved_film_loop
sc_bind_f2
sc_bind_f3
show_characters
show_chr_env_collision
show_flags
show_laser_env_collision
show_patrolpaths
show_performance
show_performance_gsd
show_performance_gsu
show_sound_all
show_sound_rectangles
show_sound_spheres
show_triggers
show_turrets
single_step
sky_height
sky_height
sky_show_clouds
sky_show_planet
sky_show_sky
sky_show_skybox
sky_show_stars
sound_show_debug
spatial_footsteps
sync_debug
float target_max_distance 75000. distance to objective over which the radar arc changes size, in world units OK
turret_show_debug
bool ui_suppress_prompt 0 suppresses HUD prompting about new objectives or moves OK
bool unstoppable 0 makes player unstoppable OK
bool wait_for_key 0 makes the game wait for a key before level load OK
bool wp_disable_fade 0 disables weapon fading OK
int32 wp_fadetime 360 free time for powerups ??
bool wp_force_half_scale 0 ?? ??
bool wp_force_no_scale 0 ?? ??
bool wp_force_scale 0 ?? ??
int32 wp_hypostrength 25 strength of hypo spray (in per cent of full health) OK
bool wp_kickable 0 lets everyone but the player collide with weapons OK
float wp_pow_adjustment 0.3 ?? ??
float wp_scale_adjustment 1. ?? ??