#include "cap_ogg.h"
// video capture cvars
-static cvar_t cl_capturevideo_ogg_theora_vp3compat = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_vp3compat", "1", "make VP3 compatible theora streams"};
-static cvar_t cl_capturevideo_ogg_theora_quality = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_quality", "48", "video quality factor (0 to 63), or -1 to use bitrate only; higher is better; setting both to -1 achieves unlimited quality"};
-static cvar_t cl_capturevideo_ogg_theora_bitrate = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_bitrate", "-1", "video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better; setting both to -1 achieves unlimited quality"};
-static cvar_t cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier", "1.5", "how much more bit rate to use for keyframes, specified as a factor of at least 1"};
-static cvar_t cl_capturevideo_ogg_theora_keyframe_maxinterval = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_keyframe_maxinterval", "64", "maximum keyframe interval (1 to 1000)"};
-static cvar_t cl_capturevideo_ogg_theora_keyframe_mininterval = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_keyframe_mininterval", "8", "minimum keyframe interval (1 to 1000)"};
-static cvar_t cl_capturevideo_ogg_theora_keyframe_auto_threshold = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_keyframe_auto_threshold", "80", "threshold for key frame decision (0 to 100)"};
-static cvar_t cl_capturevideo_ogg_theora_noise_sensitivity = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_noise_sensitivity", "1", "video noise sensitivity (0 to 6); lower is better"};
-static cvar_t cl_capturevideo_ogg_theora_sharpness = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_theora_sharpness", "0", "sharpness (0 to 2); lower is sharper"};
-static cvar_t cl_capturevideo_ogg_vorbis_quality = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg_vorbis_quality", "3", "audio quality (-1 to 10); higher is better"};
+static cvar_t cl_capturevideo_ogg_theora_vp3compat = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_vp3compat", "1", "make VP3 compatible theora streams"};
+static cvar_t cl_capturevideo_ogg_theora_quality = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_quality", "48", "video quality factor (0 to 63), or -1 to use bitrate only; higher is better; setting both to -1 achieves unlimited quality"};
+static cvar_t cl_capturevideo_ogg_theora_bitrate = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_bitrate", "-1", "video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better; setting both to -1 achieves unlimited quality"};
+static cvar_t cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier", "1.5", "how much more bit rate to use for keyframes, specified as a factor of at least 1"};
+static cvar_t cl_capturevideo_ogg_theora_keyframe_maxinterval = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_keyframe_maxinterval", "64", "maximum keyframe interval (1 to 1000)"};
+static cvar_t cl_capturevideo_ogg_theora_keyframe_mininterval = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_keyframe_mininterval", "8", "minimum keyframe interval (1 to 1000)"};
+static cvar_t cl_capturevideo_ogg_theora_keyframe_auto_threshold = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_keyframe_auto_threshold", "80", "threshold for key frame decision (0 to 100)"};
+static cvar_t cl_capturevideo_ogg_theora_noise_sensitivity = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_noise_sensitivity", "1", "video noise sensitivity (0 to 6); lower is better"};
+static cvar_t cl_capturevideo_ogg_theora_sharpness = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_theora_sharpness", "0", "sharpness (0 to 2); lower is sharper"};
+static cvar_t cl_capturevideo_ogg_vorbis_quality = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg_vorbis_quality", "3", "audio quality (-1 to 10); higher is better"};
// ogg.h stuff
typedef int16_t ogg_int16_t;
#include "sound.h"
// used by menu to ghost CD audio slider
-cvar_t cdaudioinitialized = {CVAR_CLIENT | CVAR_READONLY,"cdaudioinitialized","0","indicates if CD Audio system is active"};
+cvar_t cdaudioinitialized = {CF_CLIENT | CF_READONLY,"cdaudioinitialized","0","indicates if CD Audio system is active"};
#define MAX_PLAYLISTS 10
int music_playlist_active = -1;
int music_playlist_playing = 0; // 0 = not playing, 1 = playing, -1 = tried and failed
-cvar_t music_playlist_index = {CVAR_CLIENT, "music_playlist_index", "-1", "selects which of the music_playlist_ variables is the active one, -1 disables playlists"};
+cvar_t music_playlist_index = {CF_CLIENT, "music_playlist_index", "-1", "selects which of the music_playlist_ variables is the active one, -1 disables playlists"};
cvar_t music_playlist_list[MAX_PLAYLISTS] =
{
- {CVAR_CLIENT, "music_playlist_list0", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list1", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list2", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list3", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list4", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list5", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list6", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list7", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list8", "", "list of tracks to play"},
- {CVAR_CLIENT, "music_playlist_list9", "", "list of tracks to play"}
+ {CF_CLIENT, "music_playlist_list0", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list1", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list2", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list3", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list4", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list5", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list6", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list7", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list8", "", "list of tracks to play"},
+ {CF_CLIENT, "music_playlist_list9", "", "list of tracks to play"}
};
cvar_t music_playlist_current[MAX_PLAYLISTS] =
{
- {CVAR_CLIENT, "music_playlist_current0", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current1", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current2", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current3", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current4", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current5", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current6", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current7", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current8", "0", "current track index to play in list"},
- {CVAR_CLIENT, "music_playlist_current9", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current0", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current1", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current2", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current3", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current4", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current5", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current6", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current7", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current8", "0", "current track index to play in list"},
+ {CF_CLIENT, "music_playlist_current9", "0", "current track index to play in list"},
};
cvar_t music_playlist_random[MAX_PLAYLISTS] =
{
- {CVAR_CLIENT, "music_playlist_random0", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random1", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random2", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random3", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random4", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random5", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random6", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random7", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random8", "0", "enables random play order if 1, 0 is sequential play"},
- {CVAR_CLIENT, "music_playlist_random9", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random0", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random1", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random2", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random3", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random4", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random5", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random6", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random7", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random8", "0", "enables random play order if 1, 0 is sequential play"},
+ {CF_CLIENT, "music_playlist_random9", "0", "enables random play order if 1, 0 is sequential play"},
};
cvar_t music_playlist_sampleposition[MAX_PLAYLISTS] =
{
- {CVAR_CLIENT, "music_playlist_sampleposition0", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition1", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition2", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition3", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition4", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition5", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition6", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition7", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition8", "-1", "resume position for track, -1 restarts every time"},
- {CVAR_CLIENT, "music_playlist_sampleposition9", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition0", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition1", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition2", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition3", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition4", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition5", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition6", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition7", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition8", "-1", "resume position for track, -1 restarts every time"},
+ {CF_CLIENT, "music_playlist_sampleposition9", "-1", "resume position for track, -1 restarts every time"},
};
static qbool wasPlaying = false;
Cvar_RegisterVariable(&music_playlist_sampleposition[i]);
}
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "cd", CD_f, "execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usage");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "cd", CD_f, "execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usage");
return 0;
}
#include "cl_collision.h"
-cvar_t cl_name = {CVAR_CLIENT | CVAR_SAVE | CVAR_USERINFO, "name", "player", "change your player name"};
-cvar_t cl_rate = {CVAR_CLIENT | CVAR_SAVE | CVAR_USERINFO, "rate", "20000", "change your connection speed"};
-cvar_t cl_rate_burstsize = {CVAR_CLIENT | CVAR_SAVE | CVAR_USERINFO, "rate_burstsize", "1024", "internal storage cvar for current rate control burst size (changed by rate_burstsize command)"};
-cvar_t cl_topcolor = {CVAR_CLIENT | CVAR_SAVE | CVAR_USERINFO, "topcolor", "0", "change the color of your shirt"};
-cvar_t cl_bottomcolor = {CVAR_CLIENT | CVAR_SAVE | CVAR_USERINFO, "bottomcolor", "0", "change the color of your pants"};
-cvar_t cl_team = {CVAR_CLIENT | CVAR_USERINFO | CVAR_SAVE, "team", "none", "QW team (4 character limit, example: blue)"};
-cvar_t cl_skin = {CVAR_CLIENT | CVAR_USERINFO | CVAR_SAVE, "skin", "", "QW player skin name (example: base)"};
-cvar_t cl_noaim = {CVAR_CLIENT | CVAR_USERINFO | CVAR_SAVE, "noaim", "1", "QW option to disable vertical autoaim"};
-cvar_t cl_pmodel = {CVAR_CLIENT | CVAR_USERINFO | CVAR_SAVE, "pmodel", "0", "current player model number in nehahra"};
-cvar_t r_fixtrans_auto = {CVAR_CLIENT, "r_fixtrans_auto", "0", "automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)"};
+cvar_t cl_name = {CF_CLIENT | CF_ARCHIVE | CF_USERINFO, "name", "player", "change your player name"};
+cvar_t cl_rate = {CF_CLIENT | CF_ARCHIVE | CF_USERINFO, "rate", "20000", "change your connection speed"};
+cvar_t cl_rate_burstsize = {CF_CLIENT | CF_ARCHIVE | CF_USERINFO, "rate_burstsize", "1024", "internal storage cvar for current rate control burst size (changed by rate_burstsize command)"};
+cvar_t cl_topcolor = {CF_CLIENT | CF_ARCHIVE | CF_USERINFO, "topcolor", "0", "change the color of your shirt"};
+cvar_t cl_bottomcolor = {CF_CLIENT | CF_ARCHIVE | CF_USERINFO, "bottomcolor", "0", "change the color of your pants"};
+cvar_t cl_team = {CF_CLIENT | CF_USERINFO | CF_ARCHIVE, "team", "none", "QW team (4 character limit, example: blue)"};
+cvar_t cl_skin = {CF_CLIENT | CF_USERINFO | CF_ARCHIVE, "skin", "", "QW player skin name (example: base)"};
+cvar_t cl_noaim = {CF_CLIENT | CF_USERINFO | CF_ARCHIVE, "noaim", "1", "QW option to disable vertical autoaim"};
+cvar_t cl_pmodel = {CF_CLIENT | CF_USERINFO | CF_ARCHIVE, "pmodel", "0", "current player model number in nehahra"};
+cvar_t r_fixtrans_auto = {CF_CLIENT, "r_fixtrans_auto", "0", "automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)"};
extern cvar_t rcon_secure;
extern cvar_t rcon_secure_challengetimeout;
cvarname = Cmd_Argv(cmd, 1);
if (cls.state == ca_connected)
{
- c = Cvar_FindVar(&cvars_all, cvarname, CVAR_CLIENT | CVAR_SERVER);
+ c = Cvar_FindVar(&cvars_all, cvarname, CF_CLIENT | CF_SERVER);
// LadyHavoc: if there is no such cvar or if it is private, send a
// reply indicating that it has no value
- if(!c || (c->flags & CVAR_PRIVATE))
+ if(!c || (c->flags & CF_PRIVATE))
CL_ForwardToServer(va(vabuf, sizeof(vabuf), "sentcvar %s", cvarname));
else
CL_ForwardToServer(va(vabuf, sizeof(vabuf), "sentcvar %s \"%s\"", c->name, c->string));
CL_Color_f
==================
*/
-cvar_t cl_color = {CVAR_CLIENT | CVAR_SAVE, "_cl_color", "0", "internal storage cvar for current player colors (changed by color command)"};
+cvar_t cl_color = {CF_CLIENT | CF_ARCHIVE, "_cl_color", "0", "internal storage cvar for current player colors (changed by color command)"};
// Ignore the callbacks so this two-to-three way synchronization doesn't cause an infinite loop.
static void CL_Color_c(cvar_t *var)
Cvar_RegisterVariable(&cl_skin);
Cvar_RegisterVariable(&cl_noaim);
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "cmd", CL_ForwardToServer_f, "send a console commandline to the server (used by some mods)");
- Cmd_AddCommand(CMD_CLIENT, "color", CL_Color_f, "change your player shirt and pants colors");
- Cmd_AddCommand(CMD_CLIENT, "rcon", CL_Rcon_f, "sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); note: if rcon_secure is set, client and server clocks must be synced e.g. via NTP");
- Cmd_AddCommand(CMD_CLIENT, "srcon", CL_Rcon_f, "sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); this always works as if rcon_secure is set; note: client and server clocks must be synced e.g. via NTP");
- Cmd_AddCommand(CMD_CLIENT, "pqrcon", CL_PQRcon_f, "sends a command to a proquake server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's)");
- Cmd_AddCommand(CMD_CLIENT, "packet", CL_Packet_f, "send a packet to the specified address:port containing a text string");
- Cmd_AddCommand(CMD_CLIENT, "fullinfo", CL_FullInfo_f, "allows client to modify their userinfo");
- Cmd_AddCommand(CMD_CLIENT, "setinfo", CL_SetInfo_f, "modifies your userinfo");
- Cmd_AddCommand(CMD_CLIENT, "sendcvar", CL_SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
- Cmd_AddCommand(CMD_CLIENT, "fixtrans", Image_FixTransparentPixels_f, "change alpha-zero pixels in an image file to sensible values, and write out a new TGA (warning: SLOW)");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "cmd", CL_ForwardToServer_f, "send a console commandline to the server (used by some mods)");
+ Cmd_AddCommand(CF_CLIENT, "color", CL_Color_f, "change your player shirt and pants colors");
+ Cmd_AddCommand(CF_CLIENT, "rcon", CL_Rcon_f, "sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); note: if rcon_secure is set, client and server clocks must be synced e.g. via NTP");
+ Cmd_AddCommand(CF_CLIENT, "srcon", CL_Rcon_f, "sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); this always works as if rcon_secure is set; note: client and server clocks must be synced e.g. via NTP");
+ Cmd_AddCommand(CF_CLIENT, "pqrcon", CL_PQRcon_f, "sends a command to a proquake server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's)");
+ Cmd_AddCommand(CF_CLIENT, "packet", CL_Packet_f, "send a packet to the specified address:port containing a text string");
+ Cmd_AddCommand(CF_CLIENT, "fullinfo", CL_FullInfo_f, "allows client to modify their userinfo");
+ Cmd_AddCommand(CF_CLIENT, "setinfo", CL_SetInfo_f, "modifies your userinfo");
+ Cmd_AddCommand(CF_CLIENT, "sendcvar", CL_SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
+ Cmd_AddCommand(CF_CLIENT, "fixtrans", Image_FixTransparentPixels_f, "change alpha-zero pixels in an image file to sensible values, and write out a new TGA (warning: SLOW)");
// commands that are only sent by server to client for execution
- Cmd_AddCommand(CMD_CLIENT_FROM_SERVER, "pingplreport", CL_PingPLReport_f, "command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers)");
- Cmd_AddCommand(CMD_CLIENT_FROM_SERVER, "fullserverinfo", CL_FullServerinfo_f, "internal use only, sent by server to client to update client's local copy of serverinfo string");
+ Cmd_AddCommand(CF_CLIENT_FROM_SERVER, "pingplreport", CL_PingPLReport_f, "command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers)");
+ Cmd_AddCommand(CF_CLIENT_FROM_SERVER, "fullserverinfo", CL_FullServerinfo_f, "internal use only, sent by server to client to update client's local copy of serverinfo string");
}
void CL_Demo_Init(void)
{
- Cmd_AddCommand(CMD_CLIENT, "record", CL_Record_f, "record a demo");
- Cmd_AddCommand(CMD_CLIENT, "stop", CL_Stop_f, "stop recording or playing a demo");
- Cmd_AddCommand(CMD_CLIENT, "playdemo", CL_PlayDemo_f, "watch a demo file");
- Cmd_AddCommand(CMD_CLIENT, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
- Cmd_AddCommand(CMD_CLIENT, "startdemos", CL_Startdemos_f, "start playing back the selected demos sequentially (used at end of startup script)");
- Cmd_AddCommand(CMD_CLIENT, "demos", CL_Demos_f, "restart looping demos defined by the last startdemos command");
- Cmd_AddCommand(CMD_CLIENT, "stopdemo", CL_Stopdemo_f, "stop playing or recording demo (like stop command) and return to looping demos");
+ Cmd_AddCommand(CF_CLIENT, "record", CL_Record_f, "record a demo");
+ Cmd_AddCommand(CF_CLIENT, "stop", CL_Stop_f, "stop recording or playing a demo");
+ Cmd_AddCommand(CF_CLIENT, "playdemo", CL_PlayDemo_f, "watch a demo file");
+ Cmd_AddCommand(CF_CLIENT, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
+ Cmd_AddCommand(CF_CLIENT, "startdemos", CL_Startdemos_f, "start playing back the selected demos sequentially (used at end of startup script)");
+ Cmd_AddCommand(CF_CLIENT, "demos", CL_Demos_f, "restart looping demos defined by the last startdemos command");
+ Cmd_AddCommand(CF_CLIENT, "stopdemo", CL_Stopdemo_f, "stop playing or recording demo (like stop command) and return to looping demos");
// LadyHavoc: added pausedemo
- Cmd_AddCommand(CMD_CLIENT, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
+ Cmd_AddCommand(CF_CLIENT, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);
Cvar_RegisterVariable (&cl_autodemo_delete);
//==========================================================================
-cvar_t cl_upspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
-cvar_t cl_forwardspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
-cvar_t cl_backspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
-cvar_t cl_sidespeed = {CVAR_CLIENT | CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
-
-cvar_t cl_movespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
-cvar_t cl_movecliptokeyboard = {CVAR_CLIENT, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
-
-cvar_t cl_yawspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
-cvar_t cl_pitchspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
-
-cvar_t cl_anglespeedkey = {CVAR_CLIENT | CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
-
-cvar_t cl_movement = {CVAR_CLIENT | CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
-cvar_t cl_movement_replay = {CVAR_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
-cvar_t cl_movement_nettimeout = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
-cvar_t cl_movement_minping = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
-cvar_t cl_movement_track_canjump = {CVAR_CLIENT | CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
-cvar_t cl_movement_maxspeed = {CVAR_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
-cvar_t cl_movement_maxairspeed = {CVAR_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
-cvar_t cl_movement_stopspeed = {CVAR_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
-cvar_t cl_movement_friction = {CVAR_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
-cvar_t cl_movement_wallfriction = {CVAR_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
-cvar_t cl_movement_waterfriction = {CVAR_CLIENT, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
-cvar_t cl_movement_edgefriction = {CVAR_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
-cvar_t cl_movement_stepheight = {CVAR_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
-cvar_t cl_movement_accelerate = {CVAR_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
-cvar_t cl_movement_airaccelerate = {CVAR_CLIENT, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
-cvar_t cl_movement_wateraccelerate = {CVAR_CLIENT, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
-cvar_t cl_movement_jumpvelocity = {CVAR_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
-cvar_t cl_movement_airaccel_qw = {CVAR_CLIENT, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
-cvar_t cl_movement_airaccel_sideways_friction = {CVAR_CLIENT, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
-cvar_t cl_nopred = {CVAR_CLIENT | CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
-
-cvar_t in_pitch_min = {CVAR_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
-cvar_t in_pitch_max = {CVAR_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
-
-cvar_t m_filter = {CVAR_CLIENT | CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
-cvar_t m_accelerate = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
-cvar_t m_accelerate_minspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
-cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
-cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
-cvar_t m_accelerate_power_offset = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
-cvar_t m_accelerate_power = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
-cvar_t m_accelerate_power_senscap = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
-cvar_t m_accelerate_power_strength = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
-
-cvar_t cl_netfps = {CVAR_CLIENT | CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
-cvar_t cl_netrepeatinput = {CVAR_CLIENT | CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
-cvar_t cl_netimmediatebuttons = {CVAR_CLIENT | CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
-
-cvar_t cl_nodelta = {CVAR_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
-
-cvar_t cl_csqc_generatemousemoveevents = {CVAR_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
+cvar_t cl_upspeed = {CF_CLIENT | CF_ARCHIVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
+cvar_t cl_forwardspeed = {CF_CLIENT | CF_ARCHIVE, "cl_forwardspeed","400","forward movement speed"};
+cvar_t cl_backspeed = {CF_CLIENT | CF_ARCHIVE, "cl_backspeed","400","backward movement speed"};
+cvar_t cl_sidespeed = {CF_CLIENT | CF_ARCHIVE, "cl_sidespeed","350","strafe movement speed"};
+
+cvar_t cl_movespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
+cvar_t cl_movecliptokeyboard = {CF_CLIENT, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
+
+cvar_t cl_yawspeed = {CF_CLIENT | CF_ARCHIVE, "cl_yawspeed","140","keyboard yaw turning speed"};
+cvar_t cl_pitchspeed = {CF_CLIENT | CF_ARCHIVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
+
+cvar_t cl_anglespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
+
+cvar_t cl_movement = {CF_CLIENT | CF_ARCHIVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
+cvar_t cl_movement_replay = {CF_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
+cvar_t cl_movement_nettimeout = {CF_CLIENT | CF_ARCHIVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
+cvar_t cl_movement_minping = {CF_CLIENT | CF_ARCHIVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
+cvar_t cl_movement_track_canjump = {CF_CLIENT | CF_ARCHIVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
+cvar_t cl_movement_maxspeed = {CF_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
+cvar_t cl_movement_maxairspeed = {CF_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
+cvar_t cl_movement_stopspeed = {CF_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
+cvar_t cl_movement_friction = {CF_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
+cvar_t cl_movement_wallfriction = {CF_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
+cvar_t cl_movement_waterfriction = {CF_CLIENT, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
+cvar_t cl_movement_edgefriction = {CF_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
+cvar_t cl_movement_stepheight = {CF_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
+cvar_t cl_movement_accelerate = {CF_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
+cvar_t cl_movement_airaccelerate = {CF_CLIENT, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
+cvar_t cl_movement_wateraccelerate = {CF_CLIENT, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
+cvar_t cl_movement_jumpvelocity = {CF_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
+cvar_t cl_movement_airaccel_qw = {CF_CLIENT, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
+cvar_t cl_movement_airaccel_sideways_friction = {CF_CLIENT, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
+cvar_t cl_nopred = {CF_CLIENT | CF_ARCHIVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
+
+cvar_t in_pitch_min = {CF_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
+cvar_t in_pitch_max = {CF_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
+
+cvar_t m_filter = {CF_CLIENT | CF_ARCHIVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
+cvar_t m_accelerate = {CF_CLIENT | CF_ARCHIVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
+cvar_t m_accelerate_minspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
+cvar_t m_accelerate_maxspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
+cvar_t m_accelerate_filter = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
+cvar_t m_accelerate_power_offset = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
+cvar_t m_accelerate_power = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
+cvar_t m_accelerate_power_senscap = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
+cvar_t m_accelerate_power_strength = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
+
+cvar_t cl_netfps = {CF_CLIENT | CF_ARCHIVE, "cl_netfps","72", "how many input packets to send to server each second"};
+cvar_t cl_netrepeatinput = {CF_CLIENT | CF_ARCHIVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
+cvar_t cl_netimmediatebuttons = {CF_CLIENT | CF_ARCHIVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
+
+cvar_t cl_nodelta = {CF_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
+
+cvar_t cl_csqc_generatemousemoveevents = {CF_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
extern cvar_t v_flipped;
*/
void CL_InitInput (void)
{
- Cmd_AddCommand(CMD_CLIENT, "+moveup",IN_UpDown, "swim upward");
- Cmd_AddCommand(CMD_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
- Cmd_AddCommand(CMD_CLIENT, "+movedown",IN_DownDown, "swim downward");
- Cmd_AddCommand(CMD_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
- Cmd_AddCommand(CMD_CLIENT, "+left",IN_LeftDown, "turn left");
- Cmd_AddCommand(CMD_CLIENT, "-left",IN_LeftUp, "stop turning left");
- Cmd_AddCommand(CMD_CLIENT, "+right",IN_RightDown, "turn right");
- Cmd_AddCommand(CMD_CLIENT, "-right",IN_RightUp, "stop turning right");
- Cmd_AddCommand(CMD_CLIENT, "+forward",IN_ForwardDown, "move forward");
- Cmd_AddCommand(CMD_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
- Cmd_AddCommand(CMD_CLIENT, "+back",IN_BackDown, "move backward");
- Cmd_AddCommand(CMD_CLIENT, "-back",IN_BackUp, "stop moving backward");
- Cmd_AddCommand(CMD_CLIENT, "+lookup", IN_LookupDown, "look upward");
- Cmd_AddCommand(CMD_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
- Cmd_AddCommand(CMD_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
- Cmd_AddCommand(CMD_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
- Cmd_AddCommand(CMD_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
- Cmd_AddCommand(CMD_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
- Cmd_AddCommand(CMD_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
- Cmd_AddCommand(CMD_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
- Cmd_AddCommand(CMD_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
- Cmd_AddCommand(CMD_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
- Cmd_AddCommand(CMD_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
- Cmd_AddCommand(CMD_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
- Cmd_AddCommand(CMD_CLIENT, "+attack", IN_AttackDown, "begin firing");
- Cmd_AddCommand(CMD_CLIENT, "-attack", IN_AttackUp, "stop firing");
- Cmd_AddCommand(CMD_CLIENT, "+jump", IN_JumpDown, "jump");
- Cmd_AddCommand(CMD_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
- Cmd_AddCommand(CMD_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
- Cmd_AddCommand(CMD_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
- Cmd_AddCommand(CMD_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
- Cmd_AddCommand(CMD_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
- Cmd_AddCommand(CMD_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
+ Cmd_AddCommand(CF_CLIENT, "+moveup",IN_UpDown, "swim upward");
+ Cmd_AddCommand(CF_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
+ Cmd_AddCommand(CF_CLIENT, "+movedown",IN_DownDown, "swim downward");
+ Cmd_AddCommand(CF_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
+ Cmd_AddCommand(CF_CLIENT, "+left",IN_LeftDown, "turn left");
+ Cmd_AddCommand(CF_CLIENT, "-left",IN_LeftUp, "stop turning left");
+ Cmd_AddCommand(CF_CLIENT, "+right",IN_RightDown, "turn right");
+ Cmd_AddCommand(CF_CLIENT, "-right",IN_RightUp, "stop turning right");
+ Cmd_AddCommand(CF_CLIENT, "+forward",IN_ForwardDown, "move forward");
+ Cmd_AddCommand(CF_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
+ Cmd_AddCommand(CF_CLIENT, "+back",IN_BackDown, "move backward");
+ Cmd_AddCommand(CF_CLIENT, "-back",IN_BackUp, "stop moving backward");
+ Cmd_AddCommand(CF_CLIENT, "+lookup", IN_LookupDown, "look upward");
+ Cmd_AddCommand(CF_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
+ Cmd_AddCommand(CF_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
+ Cmd_AddCommand(CF_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
+ Cmd_AddCommand(CF_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
+ Cmd_AddCommand(CF_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
+ Cmd_AddCommand(CF_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
+ Cmd_AddCommand(CF_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
+ Cmd_AddCommand(CF_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
+ Cmd_AddCommand(CF_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
+ Cmd_AddCommand(CF_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
+ Cmd_AddCommand(CF_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
+ Cmd_AddCommand(CF_CLIENT, "+attack", IN_AttackDown, "begin firing");
+ Cmd_AddCommand(CF_CLIENT, "-attack", IN_AttackUp, "stop firing");
+ Cmd_AddCommand(CF_CLIENT, "+jump", IN_JumpDown, "jump");
+ Cmd_AddCommand(CF_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
+ Cmd_AddCommand(CF_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
+ Cmd_AddCommand(CF_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
+ Cmd_AddCommand(CF_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
+ Cmd_AddCommand(CF_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
+ Cmd_AddCommand(CF_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
// LadyHavoc: added lots of buttons
- Cmd_AddCommand(CMD_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
- Cmd_AddCommand(CMD_CLIENT, "-use", IN_UseUp, "stop using something");
- Cmd_AddCommand(CMD_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
- Cmd_AddCommand(CMD_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
- Cmd_AddCommand(CMD_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
- Cmd_AddCommand(CMD_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
- Cmd_AddCommand(CMD_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
- Cmd_AddCommand(CMD_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
- Cmd_AddCommand(CMD_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
- Cmd_AddCommand(CMD_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
- Cmd_AddCommand(CMD_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
- Cmd_AddCommand(CMD_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
- Cmd_AddCommand(CMD_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
- Cmd_AddCommand(CMD_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
- Cmd_AddCommand(CMD_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
- Cmd_AddCommand(CMD_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
- Cmd_AddCommand(CMD_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
+ Cmd_AddCommand(CF_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
+ Cmd_AddCommand(CF_CLIENT, "-use", IN_UseUp, "stop using something");
+ Cmd_AddCommand(CF_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
+ Cmd_AddCommand(CF_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
+ Cmd_AddCommand(CF_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
+ Cmd_AddCommand(CF_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
+ Cmd_AddCommand(CF_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
+ Cmd_AddCommand(CF_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
+ Cmd_AddCommand(CF_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
+ Cmd_AddCommand(CF_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
+ Cmd_AddCommand(CF_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
+ Cmd_AddCommand(CF_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
+ Cmd_AddCommand(CF_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
+ Cmd_AddCommand(CF_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
+ Cmd_AddCommand(CF_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
+ Cmd_AddCommand(CF_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
+ Cmd_AddCommand(CF_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
// LadyHavoc: added bestweapon command
- Cmd_AddCommand(CMD_CLIENT, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
- Cmd_AddCommand(CMD_CLIENT, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
+ Cmd_AddCommand(CF_CLIENT, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
+ Cmd_AddCommand(CF_CLIENT, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
Cvar_RegisterVariable(&cl_movecliptokeyboard);
Cvar_RegisterVariable(&cl_movement);
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
-cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
-cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
-cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
-cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
-cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
+cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
+cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
+cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
-cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
-cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
-cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
-cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
-cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
+cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
+cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
+cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
+cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
+cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
-cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
-cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
+cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
+cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
-cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
-cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
-cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
+cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
+cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
+cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
-cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
-cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
-cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
-cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
+cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
+cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
+cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
+cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
-cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
+cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
-cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
-cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
-cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
+cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
+cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
-cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
+cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
-cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
-cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
-cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
-cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
-cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
+cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
+cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
+cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
-cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
-cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
+cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
-cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
-cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
-cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
-cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
+cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
+cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
+cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
-cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
+cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
-cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
+cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
-cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
-cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
+cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
-cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
+cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
-cvar_t cl_prydoncursor = {CVAR_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
-cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
+cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
-cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
+cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
-cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
-cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
+cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
+cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
-cvar_t cl_minfps = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
-cvar_t cl_minfps_fade = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
-cvar_t cl_minfps_qualitymax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitymin = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
-cvar_t cl_minfps_qualitymultiply = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
-cvar_t cl_minfps_qualityhysteresis = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
-cvar_t cl_minfps_qualitystepmax = {CVAR_CLIENT | CVAR_SAVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
-cvar_t cl_minfps_force = {CVAR_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
-cvar_t cl_maxfps = {CVAR_CLIENT | CVAR_SAVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
-cvar_t cl_maxfps_alwayssleep = {CVAR_CLIENT | CVAR_SAVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
-cvar_t cl_maxidlefps = {CVAR_CLIENT | CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
+cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
+cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
+cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
+cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
+cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
+cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
+cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
+cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
client_static_t cls;
client_state_t cl;
{
if (cls.state == ca_dedicated)
{
- Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
}
else
{
CL_Demo_Init();
- Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
- Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
- Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
+ Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
+ Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
// Support Client-side Model Index List
- Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
+ Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
// Support Client-side Sound Index List
- Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
+ Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
- Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
- Cmd_AddCommand(CMD_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
+ Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
+ Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
- Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+ Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
Cvar_RegisterVariable(&r_draweffects);
Cvar_RegisterVariable(&cl_explosions_alpha_start);
Cvar_RegisterVariable(&qport);
Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
- Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
+ Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
Cvar_RegisterVariable(&cl_locs_enable);
Cvar_RegisterVariable(&cl_locs_show);
- Cmd_AddCommand(CMD_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
- Cmd_AddCommand(CMD_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
- Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
- Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
- Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
+ Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
+ Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
+ Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+ Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+ Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
//=============================================================================
-cvar_t cl_worldmessage = {CVAR_CLIENT | CVAR_READONLY, "cl_worldmessage", "", "title of current level"};
-cvar_t cl_worldname = {CVAR_CLIENT | CVAR_READONLY, "cl_worldname", "", "name of current worldmodel"};
-cvar_t cl_worldnamenoextension = {CVAR_CLIENT | CVAR_READONLY, "cl_worldnamenoextension", "", "name of current worldmodel without extension"};
-cvar_t cl_worldbasename = {CVAR_CLIENT | CVAR_READONLY, "cl_worldbasename", "", "name of current worldmodel without maps/ prefix or extension"};
-
-cvar_t developer_networkentities = {CVAR_CLIENT, "developer_networkentities", "0", "prints received entities, value is 0-10 (higher for more info, 10 being the most verbose)"};
-cvar_t cl_gameplayfix_soundsmovewithentities = {CVAR_CLIENT, "cl_gameplayfix_soundsmovewithentities", "1", "causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position"};
-cvar_t cl_sound_wizardhit = {CVAR_CLIENT, "cl_sound_wizardhit", "wizard/hit.wav", "sound to play during TE_WIZSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_hknighthit = {CVAR_CLIENT, "cl_sound_hknighthit", "hknight/hit.wav", "sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_tink1 = {CVAR_CLIENT, "cl_sound_tink1", "weapons/tink1.wav", "sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_ric1 = {CVAR_CLIENT, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_ric2 = {CVAR_CLIENT, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_ric3 = {CVAR_CLIENT, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_readpicture_force = {CVAR_CLIENT, "cl_readpicture_force", "0", "when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system"};
+cvar_t cl_worldmessage = {CF_CLIENT | CF_READONLY, "cl_worldmessage", "", "title of current level"};
+cvar_t cl_worldname = {CF_CLIENT | CF_READONLY, "cl_worldname", "", "name of current worldmodel"};
+cvar_t cl_worldnamenoextension = {CF_CLIENT | CF_READONLY, "cl_worldnamenoextension", "", "name of current worldmodel without extension"};
+cvar_t cl_worldbasename = {CF_CLIENT | CF_READONLY, "cl_worldbasename", "", "name of current worldmodel without maps/ prefix or extension"};
+
+cvar_t developer_networkentities = {CF_CLIENT, "developer_networkentities", "0", "prints received entities, value is 0-10 (higher for more info, 10 being the most verbose)"};
+cvar_t cl_gameplayfix_soundsmovewithentities = {CF_CLIENT, "cl_gameplayfix_soundsmovewithentities", "1", "causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position"};
+cvar_t cl_sound_wizardhit = {CF_CLIENT, "cl_sound_wizardhit", "wizard/hit.wav", "sound to play during TE_WIZSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_hknighthit = {CF_CLIENT, "cl_sound_hknighthit", "hknight/hit.wav", "sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_tink1 = {CF_CLIENT, "cl_sound_tink1", "weapons/tink1.wav", "sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_ric1 = {CF_CLIENT, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_ric2 = {CF_CLIENT, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_ric3 = {CF_CLIENT, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_readpicture_force = {CF_CLIENT, "cl_readpicture_force", "0", "when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system"};
#define RIC_GUNSHOT 1
#define RIC_GUNSHOTQUAD 2
-cvar_t cl_sound_ric_gunshot = {CVAR_CLIENT, "cl_sound_ric_gunshot", "0", "specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD"};
-cvar_t cl_sound_r_exp3 = {CVAR_CLIENT, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
-cvar_t cl_serverextension_download = {CVAR_CLIENT, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
-cvar_t cl_joinbeforedownloadsfinish = {CVAR_CLIENT | CVAR_SAVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
-cvar_t cl_nettimesyncfactor = {CVAR_CLIENT | CVAR_SAVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)"};
-cvar_t cl_nettimesyncboundmode = {CVAR_CLIENT | CVAR_SAVE, "cl_nettimesyncboundmode", "6", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3"};
-cvar_t cl_nettimesyncboundtolerance = {CVAR_CLIENT | CVAR_SAVE, "cl_nettimesyncboundtolerance", "0.25", "how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)"};
-cvar_t cl_iplog_name = {CVAR_CLIENT | CVAR_SAVE, "cl_iplog_name", "darkplaces_iplog.txt", "name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command"};
+cvar_t cl_sound_ric_gunshot = {CF_CLIENT, "cl_sound_ric_gunshot", "0", "specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD"};
+cvar_t cl_sound_r_exp3 = {CF_CLIENT, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
+cvar_t cl_serverextension_download = {CF_CLIENT, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
+cvar_t cl_joinbeforedownloadsfinish = {CF_CLIENT | CF_ARCHIVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
+cvar_t cl_nettimesyncfactor = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)"};
+cvar_t cl_nettimesyncboundmode = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncboundmode", "6", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3"};
+cvar_t cl_nettimesyncboundtolerance = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncboundtolerance", "0.25", "how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)"};
+cvar_t cl_iplog_name = {CF_CLIENT | CF_ARCHIVE, "cl_iplog_name", "darkplaces_iplog.txt", "name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command"};
static qbool QW_CL_CheckOrDownloadFile(const char *filename);
static void QW_CL_RequestNextDownload(void);
Cvar_RegisterVariable(&cl_iplog_name);
Cvar_RegisterVariable(&cl_readpicture_force);
- Cmd_AddCommand(CMD_CLIENT, "nextul", QW_CL_NextUpload_f, "sends next fragment of current upload buffer (screenshot for example)");
- Cmd_AddCommand(CMD_CLIENT, "stopul", QW_CL_StopUpload_f, "aborts current upload (screenshot for example)");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "skins", QW_CL_Skins_f, "downloads missing qw skins from server");
- Cmd_AddCommand(CMD_CLIENT, "changing", QW_CL_Changing_f, "sent by qw servers to tell client to wait for level change");
- Cmd_AddCommand(CMD_CLIENT, "cl_begindownloads", CL_BeginDownloads_f, "used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "cl_downloadbegin", CL_DownloadBegin_f, "(networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "stopdownload", CL_StopDownload_f, "terminates a download");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "cl_downloadfinished", CL_DownloadFinished_f, "signals that a download has finished and provides the client with file size and crc to check its integrity");
- Cmd_AddCommand(CMD_CLIENT, "iplog_list", CL_IPLog_List_f, "lists names of players whose IP address begins with the supplied text (example: iplog_list 123.456.789)");
+ Cmd_AddCommand(CF_CLIENT, "nextul", QW_CL_NextUpload_f, "sends next fragment of current upload buffer (screenshot for example)");
+ Cmd_AddCommand(CF_CLIENT, "stopul", QW_CL_StopUpload_f, "aborts current upload (screenshot for example)");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "skins", QW_CL_Skins_f, "downloads missing qw skins from server");
+ Cmd_AddCommand(CF_CLIENT, "changing", QW_CL_Changing_f, "sent by qw servers to tell client to wait for level change");
+ Cmd_AddCommand(CF_CLIENT, "cl_begindownloads", CL_BeginDownloads_f, "used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "cl_downloadbegin", CL_DownloadBegin_f, "(networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "stopdownload", CL_StopDownload_f, "terminates a download");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "cl_downloadfinished", CL_DownloadFinished_f, "signals that a download has finished and provides the client with file size and crc to check its integrity");
+ Cmd_AddCommand(CF_CLIENT, "iplog_list", CL_IPLog_List_f, "lists names of players whose IP address begins with the supplied text (example: iplog_list 123.456.789)");
}
void CL_Parse_Shutdown(void)
{0.0f, 360.0f, 0.0f, 0.0f}, //float rotate[4]; // min/max base angle, min/max rotation over time
};
-cvar_t cl_particles = {CVAR_CLIENT | CVAR_SAVE, "cl_particles", "1", "enables particle effects"};
-cvar_t cl_particles_quality = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_quality", "1", "multiplies number of particles"};
-cvar_t cl_particles_alpha = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
-cvar_t cl_particles_size = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_size", "1", "multiplies particle size"};
-cvar_t cl_particles_quake = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
-cvar_t cl_particles_blood = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_blood", "1", "enables blood effects"};
-cvar_t cl_particles_blood_alpha = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_blood_alpha", "1", "opacity of blood, does not affect decals"};
-cvar_t cl_particles_blood_decal_alpha = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_blood_decal_alpha", "1", "opacity of blood decal"};
-cvar_t cl_particles_blood_decal_scalemin = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_blood_decal_scalemin", "1.5", "minimal random scale of decal"};
-cvar_t cl_particles_blood_decal_scalemax = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_blood_decal_scalemax", "2", "maximal random scale of decal"};
-cvar_t cl_particles_blood_bloodhack = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
-cvar_t cl_particles_bulletimpacts = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
-cvar_t cl_particles_explosions_sparks = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
-cvar_t cl_particles_explosions_shell = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
-cvar_t cl_particles_rain = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_rain", "1", "enables rain effects"};
-cvar_t cl_particles_snow = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_snow", "1", "enables snow effects"};
-cvar_t cl_particles_smoke = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
-cvar_t cl_particles_smoke_alpha = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
-cvar_t cl_particles_smoke_alphafade = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
-cvar_t cl_particles_sparks = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
-cvar_t cl_particles_bubbles = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
-cvar_t cl_particles_visculling = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_visculling", "0", "perform a costly check if each particle is visible before drawing"};
-cvar_t cl_particles_collisions = {CVAR_CLIENT | CVAR_SAVE, "cl_particles_collisions", "1", "allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)"};
-cvar_t cl_particles_forcetraileffects = {CVAR_CLIENT, "cl_particles_forcetraileffects", "0", "force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature)"};
-cvar_t cl_decals = {CVAR_CLIENT | CVAR_SAVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
-cvar_t cl_decals_time = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_time", "20", "how long before decals start to fade away"};
-cvar_t cl_decals_fadetime = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
-cvar_t cl_decals_newsystem_intensitymultiplier = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_newsystem_intensitymultiplier", "2", "boosts intensity of decals (because the distance fade can make them hard to see otherwise)"};
-cvar_t cl_decals_newsystem_immediatebloodstain = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_newsystem_immediatebloodstain", "2", "0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains"};
-cvar_t cl_decals_newsystem_bloodsmears = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_newsystem_bloodsmears", "1", "enable use of particle velocity as decal projection direction rather than surface normal"};
-cvar_t cl_decals_models = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_models", "0", "enables decals on animated models"};
-cvar_t cl_decals_bias = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_bias", "0.125", "distance to bias decals from surface to prevent depth fighting"};
-cvar_t cl_decals_max = {CVAR_CLIENT | CVAR_SAVE, "cl_decals_max", "4096", "maximum number of decals allowed to exist in the world at once"};
+cvar_t cl_particles = {CF_CLIENT | CF_ARCHIVE, "cl_particles", "1", "enables particle effects"};
+cvar_t cl_particles_quality = {CF_CLIENT | CF_ARCHIVE, "cl_particles_quality", "1", "multiplies number of particles"};
+cvar_t cl_particles_alpha = {CF_CLIENT | CF_ARCHIVE, "cl_particles_alpha", "1", "multiplies opacity of particles"};
+cvar_t cl_particles_size = {CF_CLIENT | CF_ARCHIVE, "cl_particles_size", "1", "multiplies particle size"};
+cvar_t cl_particles_quake = {CF_CLIENT | CF_ARCHIVE, "cl_particles_quake", "0", "makes particle effects look mostly like the ones in Quake"};
+cvar_t cl_particles_blood = {CF_CLIENT | CF_ARCHIVE, "cl_particles_blood", "1", "enables blood effects"};
+cvar_t cl_particles_blood_alpha = {CF_CLIENT | CF_ARCHIVE, "cl_particles_blood_alpha", "1", "opacity of blood, does not affect decals"};
+cvar_t cl_particles_blood_decal_alpha = {CF_CLIENT | CF_ARCHIVE, "cl_particles_blood_decal_alpha", "1", "opacity of blood decal"};
+cvar_t cl_particles_blood_decal_scalemin = {CF_CLIENT | CF_ARCHIVE, "cl_particles_blood_decal_scalemin", "1.5", "minimal random scale of decal"};
+cvar_t cl_particles_blood_decal_scalemax = {CF_CLIENT | CF_ARCHIVE, "cl_particles_blood_decal_scalemax", "2", "maximal random scale of decal"};
+cvar_t cl_particles_blood_bloodhack = {CF_CLIENT | CF_ARCHIVE, "cl_particles_blood_bloodhack", "1", "make certain quake particle() calls create blood effects instead"};
+cvar_t cl_particles_bulletimpacts = {CF_CLIENT | CF_ARCHIVE, "cl_particles_bulletimpacts", "1", "enables bulletimpact effects"};
+cvar_t cl_particles_explosions_sparks = {CF_CLIENT | CF_ARCHIVE, "cl_particles_explosions_sparks", "1", "enables sparks from explosions"};
+cvar_t cl_particles_explosions_shell = {CF_CLIENT | CF_ARCHIVE, "cl_particles_explosions_shell", "0", "enables polygonal shell from explosions"};
+cvar_t cl_particles_rain = {CF_CLIENT | CF_ARCHIVE, "cl_particles_rain", "1", "enables rain effects"};
+cvar_t cl_particles_snow = {CF_CLIENT | CF_ARCHIVE, "cl_particles_snow", "1", "enables snow effects"};
+cvar_t cl_particles_smoke = {CF_CLIENT | CF_ARCHIVE, "cl_particles_smoke", "1", "enables smoke (used by multiple effects)"};
+cvar_t cl_particles_smoke_alpha = {CF_CLIENT | CF_ARCHIVE, "cl_particles_smoke_alpha", "0.5", "smoke brightness"};
+cvar_t cl_particles_smoke_alphafade = {CF_CLIENT | CF_ARCHIVE, "cl_particles_smoke_alphafade", "0.55", "brightness fade per second"};
+cvar_t cl_particles_sparks = {CF_CLIENT | CF_ARCHIVE, "cl_particles_sparks", "1", "enables sparks (used by multiple effects)"};
+cvar_t cl_particles_bubbles = {CF_CLIENT | CF_ARCHIVE, "cl_particles_bubbles", "1", "enables bubbles (used by multiple effects)"};
+cvar_t cl_particles_visculling = {CF_CLIENT | CF_ARCHIVE, "cl_particles_visculling", "0", "perform a costly check if each particle is visible before drawing"};
+cvar_t cl_particles_collisions = {CF_CLIENT | CF_ARCHIVE, "cl_particles_collisions", "1", "allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)"};
+cvar_t cl_particles_forcetraileffects = {CF_CLIENT, "cl_particles_forcetraileffects", "0", "force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature)"};
+cvar_t cl_decals = {CF_CLIENT | CF_ARCHIVE, "cl_decals", "1", "enables decals (bullet holes, blood, etc)"};
+cvar_t cl_decals_time = {CF_CLIENT | CF_ARCHIVE, "cl_decals_time", "20", "how long before decals start to fade away"};
+cvar_t cl_decals_fadetime = {CF_CLIENT | CF_ARCHIVE, "cl_decals_fadetime", "1", "how long decals take to fade away"};
+cvar_t cl_decals_newsystem_intensitymultiplier = {CF_CLIENT | CF_ARCHIVE, "cl_decals_newsystem_intensitymultiplier", "2", "boosts intensity of decals (because the distance fade can make them hard to see otherwise)"};
+cvar_t cl_decals_newsystem_immediatebloodstain = {CF_CLIENT | CF_ARCHIVE, "cl_decals_newsystem_immediatebloodstain", "2", "0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains"};
+cvar_t cl_decals_newsystem_bloodsmears = {CF_CLIENT | CF_ARCHIVE, "cl_decals_newsystem_bloodsmears", "1", "enable use of particle velocity as decal projection direction rather than surface normal"};
+cvar_t cl_decals_models = {CF_CLIENT | CF_ARCHIVE, "cl_decals_models", "0", "enables decals on animated models"};
+cvar_t cl_decals_bias = {CF_CLIENT | CF_ARCHIVE, "cl_decals_bias", "0.125", "distance to bias decals from surface to prevent depth fighting"};
+cvar_t cl_decals_max = {CF_CLIENT | CF_ARCHIVE, "cl_decals_max", "4096", "maximum number of decals allowed to exist in the world at once"};
static void CL_Particles_ParseEffectInfo(const char *textstart, const char *textend, const char *filename)
void CL_ReadPointFile_f(cmd_state_t *cmd);
void CL_Particles_Init (void)
{
- Cmd_AddCommand(CMD_CLIENT, "pointfile", CL_ReadPointFile_f, "display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)");
- Cmd_AddCommand(CMD_CLIENT, "cl_particles_reloadeffects", CL_Particles_LoadEffectInfo_f, "reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map) if parameter is given, loads from custom file (no levelname_effectinfo are loaded in this case)");
+ Cmd_AddCommand(CF_CLIENT, "pointfile", CL_ReadPointFile_f, "display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)");
+ Cmd_AddCommand(CF_CLIENT, "cl_particles_reloadeffects", CL_Particles_LoadEffectInfo_f, "reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map) if parameter is given, loads from custom file (no levelname_effectinfo are loaded in this case)");
Cvar_RegisterVariable (&cl_particles);
Cvar_RegisterVariable (&cl_particles_quality);
}
}
-cvar_t r_drawparticles = {CVAR_CLIENT, "r_drawparticles", "1", "enables drawing of particles"};
-static cvar_t r_drawparticles_drawdistance = {CVAR_CLIENT | CVAR_SAVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
-static cvar_t r_drawparticles_nearclip_min = {CVAR_CLIENT | CVAR_SAVE, "r_drawparticles_nearclip_min", "4", "particles closer than drawnearclip_min will not be drawn"};
-static cvar_t r_drawparticles_nearclip_max = {CVAR_CLIENT | CVAR_SAVE, "r_drawparticles_nearclip_max", "4", "particles closer than drawnearclip_min will be faded"};
-cvar_t r_drawdecals = {CVAR_CLIENT, "r_drawdecals", "1", "enables drawing of decals"};
-static cvar_t r_drawdecals_drawdistance = {CVAR_CLIENT | CVAR_SAVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
+cvar_t r_drawparticles = {CF_CLIENT, "r_drawparticles", "1", "enables drawing of particles"};
+static cvar_t r_drawparticles_drawdistance = {CF_CLIENT | CF_ARCHIVE, "r_drawparticles_drawdistance", "2000", "particles further than drawdistance*size will not be drawn"};
+static cvar_t r_drawparticles_nearclip_min = {CF_CLIENT | CF_ARCHIVE, "r_drawparticles_nearclip_min", "4", "particles closer than drawnearclip_min will not be drawn"};
+static cvar_t r_drawparticles_nearclip_max = {CF_CLIENT | CF_ARCHIVE, "r_drawparticles_nearclip_max", "4", "particles closer than drawnearclip_min will be faded"};
+cvar_t r_drawdecals = {CF_CLIENT, "r_drawdecals", "1", "enables drawing of decals"};
+static cvar_t r_drawdecals_drawdistance = {CF_CLIENT | CF_ARCHIVE, "r_drawdecals_drawdistance", "500", "decals further than drawdistance*size will not be drawn"};
#define PARTICLETEXTURESIZE 64
#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
// we have to include snd_main.h here only to get access to snd_renderbuffer->format.speed when writing the AVI headers
#include "snd_main.h"
-cvar_t scr_viewsize = {CVAR_CLIENT | CVAR_SAVE, "viewsize","100", "how large the view should be, 110 disables inventory bar, 120 disables status bar"};
-cvar_t scr_fov = {CVAR_CLIENT | CVAR_SAVE, "fov","90", "field of vision, 1-170 degrees, default 90, some players use 110-130"};
-cvar_t scr_conalpha = {CVAR_CLIENT | CVAR_SAVE, "scr_conalpha", "1", "opacity of console background gfx/conback"};
-cvar_t scr_conalphafactor = {CVAR_CLIENT | CVAR_SAVE, "scr_conalphafactor", "1", "opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn"};
-cvar_t scr_conalpha2factor = {CVAR_CLIENT | CVAR_SAVE, "scr_conalpha2factor", "0", "opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn"};
-cvar_t scr_conalpha3factor = {CVAR_CLIENT | CVAR_SAVE, "scr_conalpha3factor", "0", "opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn"};
-cvar_t scr_conbrightness = {CVAR_CLIENT | CVAR_SAVE, "scr_conbrightness", "1", "brightness of console background (0 = black, 1 = image)"};
-cvar_t scr_conforcewhiledisconnected = {CVAR_CLIENT, "scr_conforcewhiledisconnected", "1", "forces fullscreen console while disconnected"};
-cvar_t scr_conscroll_x = {CVAR_CLIENT | CVAR_SAVE, "scr_conscroll_x", "0", "scroll speed of gfx/conback in x direction"};
-cvar_t scr_conscroll_y = {CVAR_CLIENT | CVAR_SAVE, "scr_conscroll_y", "0", "scroll speed of gfx/conback in y direction"};
-cvar_t scr_conscroll2_x = {CVAR_CLIENT | CVAR_SAVE, "scr_conscroll2_x", "0", "scroll speed of gfx/conback2 in x direction"};
-cvar_t scr_conscroll2_y = {CVAR_CLIENT | CVAR_SAVE, "scr_conscroll2_y", "0", "scroll speed of gfx/conback2 in y direction"};
-cvar_t scr_conscroll3_x = {CVAR_CLIENT | CVAR_SAVE, "scr_conscroll3_x", "0", "scroll speed of gfx/conback3 in x direction"};
-cvar_t scr_conscroll3_y = {CVAR_CLIENT | CVAR_SAVE, "scr_conscroll3_y", "0", "scroll speed of gfx/conback3 in y direction"};
+cvar_t scr_viewsize = {CF_CLIENT | CF_ARCHIVE, "viewsize","100", "how large the view should be, 110 disables inventory bar, 120 disables status bar"};
+cvar_t scr_fov = {CF_CLIENT | CF_ARCHIVE, "fov","90", "field of vision, 1-170 degrees, default 90, some players use 110-130"};
+cvar_t scr_conalpha = {CF_CLIENT | CF_ARCHIVE, "scr_conalpha", "1", "opacity of console background gfx/conback"};
+cvar_t scr_conalphafactor = {CF_CLIENT | CF_ARCHIVE, "scr_conalphafactor", "1", "opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn"};
+cvar_t scr_conalpha2factor = {CF_CLIENT | CF_ARCHIVE, "scr_conalpha2factor", "0", "opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn"};
+cvar_t scr_conalpha3factor = {CF_CLIENT | CF_ARCHIVE, "scr_conalpha3factor", "0", "opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn"};
+cvar_t scr_conbrightness = {CF_CLIENT | CF_ARCHIVE, "scr_conbrightness", "1", "brightness of console background (0 = black, 1 = image)"};
+cvar_t scr_conforcewhiledisconnected = {CF_CLIENT, "scr_conforcewhiledisconnected", "1", "forces fullscreen console while disconnected"};
+cvar_t scr_conscroll_x = {CF_CLIENT | CF_ARCHIVE, "scr_conscroll_x", "0", "scroll speed of gfx/conback in x direction"};
+cvar_t scr_conscroll_y = {CF_CLIENT | CF_ARCHIVE, "scr_conscroll_y", "0", "scroll speed of gfx/conback in y direction"};
+cvar_t scr_conscroll2_x = {CF_CLIENT | CF_ARCHIVE, "scr_conscroll2_x", "0", "scroll speed of gfx/conback2 in x direction"};
+cvar_t scr_conscroll2_y = {CF_CLIENT | CF_ARCHIVE, "scr_conscroll2_y", "0", "scroll speed of gfx/conback2 in y direction"};
+cvar_t scr_conscroll3_x = {CF_CLIENT | CF_ARCHIVE, "scr_conscroll3_x", "0", "scroll speed of gfx/conback3 in x direction"};
+cvar_t scr_conscroll3_y = {CF_CLIENT | CF_ARCHIVE, "scr_conscroll3_y", "0", "scroll speed of gfx/conback3 in y direction"};
#ifdef CONFIG_MENU
-cvar_t scr_menuforcewhiledisconnected = {CVAR_CLIENT, "scr_menuforcewhiledisconnected", "0", "forces menu while disconnected"};
+cvar_t scr_menuforcewhiledisconnected = {CF_CLIENT, "scr_menuforcewhiledisconnected", "0", "forces menu while disconnected"};
#endif
-cvar_t scr_centertime = {CVAR_CLIENT, "scr_centertime","2", "how long centerprint messages show"};
-cvar_t scr_showram = {CVAR_CLIENT | CVAR_SAVE, "showram","1", "show ram icon if low on surface cache memory (not used)"};
-cvar_t scr_showturtle = {CVAR_CLIENT | CVAR_SAVE, "showturtle","0", "show turtle icon when framerate is too low"};
-cvar_t scr_showpause = {CVAR_CLIENT | CVAR_SAVE, "showpause","1", "show pause icon when game is paused"};
-cvar_t scr_showbrand = {CVAR_CLIENT, "showbrand","0", "shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)"};
-cvar_t scr_printspeed = {CVAR_CLIENT, "scr_printspeed","0", "speed of intermission printing (episode end texts), a value of 0 disables the slow printing"};
-cvar_t scr_loadingscreen_background = {CVAR_CLIENT, "scr_loadingscreen_background","0", "show the last visible background during loading screen (costs one screenful of video memory)"};
-cvar_t scr_loadingscreen_scale = {CVAR_CLIENT, "scr_loadingscreen_scale","1", "scale factor of the background"};
-cvar_t scr_loadingscreen_scale_base = {CVAR_CLIENT, "scr_loadingscreen_scale_base","0", "0 = console pixels, 1 = video pixels"};
-cvar_t scr_loadingscreen_scale_limit = {CVAR_CLIENT, "scr_loadingscreen_scale_limit","0", "0 = no limit, 1 = until first edge hits screen edge, 2 = until last edge hits screen edge, 3 = until width hits screen width, 4 = until height hits screen height"};
-cvar_t scr_loadingscreen_picture = {CVAR_CLIENT, "scr_loadingscreen_picture", "gfx/loading", "picture shown during loading"};
-cvar_t scr_loadingscreen_count = {CVAR_CLIENT, "scr_loadingscreen_count","1", "number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...)"};
-cvar_t scr_loadingscreen_firstforstartup = {CVAR_CLIENT, "scr_loadingscreen_firstforstartup","0", "remove loading.tga from random scr_loadingscreen_count selection and only display it on client startup, 0 = normal, 1 = firstforstartup"};
-cvar_t scr_loadingscreen_barcolor = {CVAR_CLIENT, "scr_loadingscreen_barcolor", "0 0 1", "rgb color of loadingscreen progress bar"};
-cvar_t scr_loadingscreen_barheight = {CVAR_CLIENT, "scr_loadingscreen_barheight", "8", "the height of the loadingscreen progress bar"};
-cvar_t scr_loadingscreen_maxfps = {CVAR_CLIENT, "scr_loadingscreen_maxfps", "10", "restrict maximal FPS for loading screen so it will not update very often (this will make lesser loading times on a maps loading large number of models)"};
-cvar_t scr_infobar_height = {CVAR_CLIENT, "scr_infobar_height", "8", "the height of the infobar items"};
-cvar_t vid_conwidthauto = {CVAR_CLIENT | CVAR_SAVE, "vid_conwidthauto", "1", "automatically update vid_conwidth to match aspect ratio"};
-cvar_t vid_conwidth = {CVAR_CLIENT | CVAR_SAVE, "vid_conwidth", "640", "virtual width of 2D graphics system (note: changes may be overwritten, see vid_conwidthauto)"};
-cvar_t vid_conheight = {CVAR_CLIENT | CVAR_SAVE, "vid_conheight", "480", "virtual height of 2D graphics system"};
-cvar_t vid_pixelheight = {CVAR_CLIENT | CVAR_SAVE, "vid_pixelheight", "1", "adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)"};
-cvar_t scr_screenshot_jpeg = {CVAR_CLIENT | CVAR_SAVE, "scr_screenshot_jpeg","1", "save jpeg instead of targa"};
-cvar_t scr_screenshot_jpeg_quality = {CVAR_CLIENT | CVAR_SAVE, "scr_screenshot_jpeg_quality","0.9", "image quality of saved jpeg"};
-cvar_t scr_screenshot_png = {CVAR_CLIENT | CVAR_SAVE, "scr_screenshot_png","0", "save png instead of targa"};
-cvar_t scr_screenshot_gammaboost = {CVAR_CLIENT | CVAR_SAVE, "scr_screenshot_gammaboost","1", "gamma correction on saved screenshots and videos, 1.0 saves unmodified images"};
-cvar_t scr_screenshot_alpha = {CVAR_CLIENT, "scr_screenshot_alpha","0", "try to write an alpha channel to screenshots (debugging feature)"};
-cvar_t scr_screenshot_timestamp = {CVAR_CLIENT | CVAR_SAVE, "scr_screenshot_timestamp", "1", "use a timestamp based number of the type YYYYMMDDHHMMSSsss instead of sequential numbering"};
+cvar_t scr_centertime = {CF_CLIENT, "scr_centertime","2", "how long centerprint messages show"};
+cvar_t scr_showram = {CF_CLIENT | CF_ARCHIVE, "showram","1", "show ram icon if low on surface cache memory (not used)"};
+cvar_t scr_showturtle = {CF_CLIENT | CF_ARCHIVE, "showturtle","0", "show turtle icon when framerate is too low"};
+cvar_t scr_showpause = {CF_CLIENT | CF_ARCHIVE, "showpause","1", "show pause icon when game is paused"};
+cvar_t scr_showbrand = {CF_CLIENT, "showbrand","0", "shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)"};
+cvar_t scr_printspeed = {CF_CLIENT, "scr_printspeed","0", "speed of intermission printing (episode end texts), a value of 0 disables the slow printing"};
+cvar_t scr_loadingscreen_background = {CF_CLIENT, "scr_loadingscreen_background","0", "show the last visible background during loading screen (costs one screenful of video memory)"};
+cvar_t scr_loadingscreen_scale = {CF_CLIENT, "scr_loadingscreen_scale","1", "scale factor of the background"};
+cvar_t scr_loadingscreen_scale_base = {CF_CLIENT, "scr_loadingscreen_scale_base","0", "0 = console pixels, 1 = video pixels"};
+cvar_t scr_loadingscreen_scale_limit = {CF_CLIENT, "scr_loadingscreen_scale_limit","0", "0 = no limit, 1 = until first edge hits screen edge, 2 = until last edge hits screen edge, 3 = until width hits screen width, 4 = until height hits screen height"};
+cvar_t scr_loadingscreen_picture = {CF_CLIENT, "scr_loadingscreen_picture", "gfx/loading", "picture shown during loading"};
+cvar_t scr_loadingscreen_count = {CF_CLIENT, "scr_loadingscreen_count","1", "number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...)"};
+cvar_t scr_loadingscreen_firstforstartup = {CF_CLIENT, "scr_loadingscreen_firstforstartup","0", "remove loading.tga from random scr_loadingscreen_count selection and only display it on client startup, 0 = normal, 1 = firstforstartup"};
+cvar_t scr_loadingscreen_barcolor = {CF_CLIENT, "scr_loadingscreen_barcolor", "0 0 1", "rgb color of loadingscreen progress bar"};
+cvar_t scr_loadingscreen_barheight = {CF_CLIENT, "scr_loadingscreen_barheight", "8", "the height of the loadingscreen progress bar"};
+cvar_t scr_loadingscreen_maxfps = {CF_CLIENT, "scr_loadingscreen_maxfps", "10", "restrict maximal FPS for loading screen so it will not update very often (this will make lesser loading times on a maps loading large number of models)"};
+cvar_t scr_infobar_height = {CF_CLIENT, "scr_infobar_height", "8", "the height of the infobar items"};
+cvar_t vid_conwidthauto = {CF_CLIENT | CF_ARCHIVE, "vid_conwidthauto", "1", "automatically update vid_conwidth to match aspect ratio"};
+cvar_t vid_conwidth = {CF_CLIENT | CF_ARCHIVE, "vid_conwidth", "640", "virtual width of 2D graphics system (note: changes may be overwritten, see vid_conwidthauto)"};
+cvar_t vid_conheight = {CF_CLIENT | CF_ARCHIVE, "vid_conheight", "480", "virtual height of 2D graphics system"};
+cvar_t vid_pixelheight = {CF_CLIENT | CF_ARCHIVE, "vid_pixelheight", "1", "adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)"};
+cvar_t scr_screenshot_jpeg = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_jpeg","1", "save jpeg instead of targa"};
+cvar_t scr_screenshot_jpeg_quality = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_jpeg_quality","0.9", "image quality of saved jpeg"};
+cvar_t scr_screenshot_png = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_png","0", "save png instead of targa"};
+cvar_t scr_screenshot_gammaboost = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_gammaboost","1", "gamma correction on saved screenshots and videos, 1.0 saves unmodified images"};
+cvar_t scr_screenshot_alpha = {CF_CLIENT, "scr_screenshot_alpha","0", "try to write an alpha channel to screenshots (debugging feature)"};
+cvar_t scr_screenshot_timestamp = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_timestamp", "1", "use a timestamp based number of the type YYYYMMDDHHMMSSsss instead of sequential numbering"};
// scr_screenshot_name is defined in fs.c
#ifdef CONFIG_VIDEO_CAPTURE
-cvar_t cl_capturevideo = {CVAR_CLIENT, "cl_capturevideo", "0", "enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)"};
-cvar_t cl_capturevideo_demo_stop = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_demo_stop", "1", "automatically stops video recording when demo ends"};
-cvar_t cl_capturevideo_printfps = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_printfps", "1", "prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video)"};
-cvar_t cl_capturevideo_width = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_width", "0", "scales all frames to this resolution before saving the video"};
-cvar_t cl_capturevideo_height = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_height", "0", "scales all frames to this resolution before saving the video"};
-cvar_t cl_capturevideo_realtime = {CVAR_CLIENT, "cl_capturevideo_realtime", "0", "causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute"};
-cvar_t cl_capturevideo_fps = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_fps", "30", "how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)"};
-cvar_t cl_capturevideo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_nameformat", "dpvideo", "prefix for saved videos (the date is encoded using strftime escapes)"};
-cvar_t cl_capturevideo_number = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_number", "1", "number to append to video filename, incremented each time a capture begins"};
-cvar_t cl_capturevideo_ogg = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_ogg", "1", "save captured video data as Ogg/Vorbis/Theora streams"};
-cvar_t cl_capturevideo_framestep = {CVAR_CLIENT | CVAR_SAVE, "cl_capturevideo_framestep", "1", "when set to n >= 1, render n frames to capture one (useful for motion blur like effects)"};
+cvar_t cl_capturevideo = {CF_CLIENT, "cl_capturevideo", "0", "enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)"};
+cvar_t cl_capturevideo_demo_stop = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_demo_stop", "1", "automatically stops video recording when demo ends"};
+cvar_t cl_capturevideo_printfps = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_printfps", "1", "prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video)"};
+cvar_t cl_capturevideo_width = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_width", "0", "scales all frames to this resolution before saving the video"};
+cvar_t cl_capturevideo_height = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_height", "0", "scales all frames to this resolution before saving the video"};
+cvar_t cl_capturevideo_realtime = {CF_CLIENT, "cl_capturevideo_realtime", "0", "causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute"};
+cvar_t cl_capturevideo_fps = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_fps", "30", "how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)"};
+cvar_t cl_capturevideo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_nameformat", "dpvideo", "prefix for saved videos (the date is encoded using strftime escapes)"};
+cvar_t cl_capturevideo_number = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_number", "1", "number to append to video filename, incremented each time a capture begins"};
+cvar_t cl_capturevideo_ogg = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_ogg", "1", "save captured video data as Ogg/Vorbis/Theora streams"};
+cvar_t cl_capturevideo_framestep = {CF_CLIENT | CF_ARCHIVE, "cl_capturevideo_framestep", "1", "when set to n >= 1, render n frames to capture one (useful for motion blur like effects)"};
#endif
-cvar_t r_letterbox = {CVAR_CLIENT, "r_letterbox", "0", "reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)"};
-cvar_t r_stereo_separation = {CVAR_CLIENT, "r_stereo_separation", "4", "separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)"};
-cvar_t r_stereo_sidebyside = {CVAR_CLIENT, "r_stereo_sidebyside", "0", "side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)"};
-cvar_t r_stereo_horizontal = {CVAR_CLIENT, "r_stereo_horizontal", "0", "aspect skewed side by side view for special decoder/display hardware"};
-cvar_t r_stereo_vertical = {CVAR_CLIENT, "r_stereo_vertical", "0", "aspect skewed top and bottom view for special decoder/display hardware"};
-cvar_t r_stereo_redblue = {CVAR_CLIENT, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"};
-cvar_t r_stereo_redcyan = {CVAR_CLIENT, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"};
-cvar_t r_stereo_redgreen = {CVAR_CLIENT, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"};
-cvar_t r_stereo_angle = {CVAR_CLIENT, "r_stereo_angle", "0", "separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)"};
-cvar_t scr_stipple = {CVAR_CLIENT, "scr_stipple", "0", "interlacing-like stippling of the display"};
-cvar_t scr_refresh = {CVAR_CLIENT, "scr_refresh", "1", "allows you to completely shut off rendering for benchmarking purposes"};
-cvar_t scr_screenshot_name_in_mapdir = {CVAR_CLIENT | CVAR_SAVE, "scr_screenshot_name_in_mapdir", "0", "if set to 1, screenshots are placed in a subdirectory named like the map they are from"};
-cvar_t net_graph = {CVAR_CLIENT | CVAR_SAVE, "net_graph", "0", "shows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server)"};
-cvar_t cl_demo_mousegrab = {CVAR_CLIENT, "cl_demo_mousegrab", "0", "Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always)"};
-cvar_t timedemo_screenshotframelist = {CVAR_CLIENT, "timedemo_screenshotframelist", "", "when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401"};
-cvar_t vid_touchscreen_outlinealpha = {CVAR_CLIENT, "vid_touchscreen_outlinealpha", "0", "opacity of touchscreen area outlines"};
-cvar_t vid_touchscreen_overlayalpha = {CVAR_CLIENT, "vid_touchscreen_overlayalpha", "0.25", "opacity of touchscreen area icons"};
-cvar_t r_speeds_graph = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph", "0", "display a graph of renderer statistics "};
+cvar_t r_letterbox = {CF_CLIENT, "r_letterbox", "0", "reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)"};
+cvar_t r_stereo_separation = {CF_CLIENT, "r_stereo_separation", "4", "separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)"};
+cvar_t r_stereo_sidebyside = {CF_CLIENT, "r_stereo_sidebyside", "0", "side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)"};
+cvar_t r_stereo_horizontal = {CF_CLIENT, "r_stereo_horizontal", "0", "aspect skewed side by side view for special decoder/display hardware"};
+cvar_t r_stereo_vertical = {CF_CLIENT, "r_stereo_vertical", "0", "aspect skewed top and bottom view for special decoder/display hardware"};
+cvar_t r_stereo_redblue = {CF_CLIENT, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"};
+cvar_t r_stereo_redcyan = {CF_CLIENT, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"};
+cvar_t r_stereo_redgreen = {CF_CLIENT, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"};
+cvar_t r_stereo_angle = {CF_CLIENT, "r_stereo_angle", "0", "separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)"};
+cvar_t scr_stipple = {CF_CLIENT, "scr_stipple", "0", "interlacing-like stippling of the display"};
+cvar_t scr_refresh = {CF_CLIENT, "scr_refresh", "1", "allows you to completely shut off rendering for benchmarking purposes"};
+cvar_t scr_screenshot_name_in_mapdir = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_name_in_mapdir", "0", "if set to 1, screenshots are placed in a subdirectory named like the map they are from"};
+cvar_t net_graph = {CF_CLIENT | CF_ARCHIVE, "net_graph", "0", "shows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server)"};
+cvar_t cl_demo_mousegrab = {CF_CLIENT, "cl_demo_mousegrab", "0", "Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always)"};
+cvar_t timedemo_screenshotframelist = {CF_CLIENT, "timedemo_screenshotframelist", "", "when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401"};
+cvar_t vid_touchscreen_outlinealpha = {CF_CLIENT, "vid_touchscreen_outlinealpha", "0", "opacity of touchscreen area outlines"};
+cvar_t vid_touchscreen_overlayalpha = {CF_CLIENT, "vid_touchscreen_overlayalpha", "0.25", "opacity of touchscreen area icons"};
+cvar_t r_speeds_graph = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph", "0", "display a graph of renderer statistics "};
cvar_t r_speeds_graph_filter[8] =
{
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_r", "timedelta", "Red - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_g", "batch_batches", "Green - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_b", "batch_triangles", "Blue - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_y", "fast_triangles", "Yellow - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_c", "copytriangles_triangles", "Cyan - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_m", "dynamic_triangles", "Magenta - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_w", "animcache_shade_vertices", "White - display the specified renderer statistic"},
- {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_filter_o", "animcache_shape_vertices", "Orange - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_r", "timedelta", "Red - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_g", "batch_batches", "Green - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_b", "batch_triangles", "Blue - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_y", "fast_triangles", "Yellow - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_c", "copytriangles_triangles", "Cyan - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_m", "dynamic_triangles", "Magenta - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_w", "animcache_shade_vertices", "White - display the specified renderer statistic"},
+ {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_filter_o", "animcache_shape_vertices", "Orange - display the specified renderer statistic"},
};
-cvar_t r_speeds_graph_length = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_length", "1024", "number of frames in statistics graph, can be from 4 to 8192"};
-cvar_t r_speeds_graph_seconds = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_seconds", "2", "number of seconds in graph, can be from 0.1 to 120"};
-cvar_t r_speeds_graph_x = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_x", "0", "position of graph"};
-cvar_t r_speeds_graph_y = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_y", "0", "position of graph"};
-cvar_t r_speeds_graph_width = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_width", "256", "size of graph"};
-cvar_t r_speeds_graph_height = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_height", "128", "size of graph"};
-cvar_t r_speeds_graph_maxtimedelta = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_maxtimedelta", "16667", "maximum timedelta to display in the graph (this value will be the top line)"};
-cvar_t r_speeds_graph_maxdefault = {CVAR_CLIENT | CVAR_SAVE, "r_speeds_graph_maxdefault", "100", "if the minimum and maximum observed values are closer than this, use this value as the graph range (keeps small numbers from being big graphs)"};
+cvar_t r_speeds_graph_length = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_length", "1024", "number of frames in statistics graph, can be from 4 to 8192"};
+cvar_t r_speeds_graph_seconds = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_seconds", "2", "number of seconds in graph, can be from 0.1 to 120"};
+cvar_t r_speeds_graph_x = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_x", "0", "position of graph"};
+cvar_t r_speeds_graph_y = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_y", "0", "position of graph"};
+cvar_t r_speeds_graph_width = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_width", "256", "size of graph"};
+cvar_t r_speeds_graph_height = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_height", "128", "size of graph"};
+cvar_t r_speeds_graph_maxtimedelta = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_maxtimedelta", "16667", "maximum timedelta to display in the graph (this value will be the top line)"};
+cvar_t r_speeds_graph_maxdefault = {CF_CLIENT | CF_ARCHIVE, "r_speeds_graph_maxdefault", "100", "if the minimum and maximum observed values are closer than this, use this value as the graph range (keeps small numbers from being big graphs)"};
if (Sys_CheckParm ("-noconsole"))
Cvar_SetQuick(&scr_conforcewhiledisconnected, "0");
- Cmd_AddCommand(CMD_CLIENT, "sizeup",SCR_SizeUp_f, "increase view size (increases viewsize cvar)");
- Cmd_AddCommand(CMD_CLIENT, "sizedown",SCR_SizeDown_f, "decrease view size (decreases viewsize cvar)");
- Cmd_AddCommand(CMD_CLIENT, "screenshot",SCR_ScreenShot_f, "takes a screenshot of the next rendered frame");
- Cmd_AddCommand(CMD_CLIENT, "envmap", R_Envmap_f, "render a cubemap (skybox) of the current scene");
- Cmd_AddCommand(CMD_CLIENT, "infobar", SCR_InfoBar_f, "display a text in the infobar (usage: infobar expiretime string)");
+ Cmd_AddCommand(CF_CLIENT, "sizeup",SCR_SizeUp_f, "increase view size (increases viewsize cvar)");
+ Cmd_AddCommand(CF_CLIENT, "sizedown",SCR_SizeDown_f, "decrease view size (decreases viewsize cvar)");
+ Cmd_AddCommand(CF_CLIENT, "screenshot",SCR_ScreenShot_f, "takes a screenshot of the next rendered frame");
+ Cmd_AddCommand(CF_CLIENT, "envmap", R_Envmap_f, "render a cubemap (skybox) of the current scene");
+ Cmd_AddCommand(CF_CLIENT, "infobar", SCR_InfoBar_f, "display a text in the infobar (usage: infobar expiretime string)");
#ifdef CONFIG_VIDEO_CAPTURE
SCR_CaptureVideo_Ogg_Init();
#include "cl_video.h"
// cvars
-cvar_t cl_video_subtitles = {CVAR_CLIENT | CVAR_SAVE, "cl_video_subtitles", "0", "show subtitles for videos (if they are present)"};
-cvar_t cl_video_subtitles_lines = {CVAR_CLIENT | CVAR_SAVE, "cl_video_subtitles_lines", "4", "how many lines to occupy for subtitles"};
-cvar_t cl_video_subtitles_textsize = {CVAR_CLIENT | CVAR_SAVE, "cl_video_subtitles_textsize", "16", "textsize for subtitles"};
-cvar_t cl_video_scale = {CVAR_CLIENT | CVAR_SAVE, "cl_video_scale", "1", "scale of video, 1 = fullscreen, 0.75 - 3/4 of screen etc."};
-cvar_t cl_video_scale_vpos = {CVAR_CLIENT | CVAR_SAVE, "cl_video_scale_vpos", "0", "vertical align of scaled video, -1 is top, 1 is bottom"};
-cvar_t cl_video_stipple = {CVAR_CLIENT | CVAR_SAVE, "cl_video_stipple", "0", "draw interlacing-like effect on videos, similar to scr_stipple but static and used only with video playing."};
-cvar_t cl_video_brightness = {CVAR_CLIENT | CVAR_SAVE, "cl_video_brightness", "1", "brightness of video, 1 = fullbright, 0.75 - 3/4 etc."};
-cvar_t cl_video_keepaspectratio = {CVAR_CLIENT | CVAR_SAVE, "cl_video_keepaspectratio", "0", "keeps aspect ratio of fullscreen videos, leaving black color on unfilled areas, a value of 2 let video to be stretched horizontally with top & bottom being sliced out"};
-cvar_t cl_video_fadein = {CVAR_CLIENT | CVAR_SAVE, "cl_video_fadein", "0", "fading-from-black effect once video is started, in seconds"};
-cvar_t cl_video_fadeout = {CVAR_CLIENT | CVAR_SAVE, "cl_video_fadeout", "0", "fading-to-black effect once video is ended, in seconds"};
-
-cvar_t v_glslgamma_video = {CVAR_CLIENT | CVAR_SAVE, "v_glslgamma_video", "1", "applies GLSL gamma to played video, could be a fraction, requires r_glslgamma_2d 1."};
+cvar_t cl_video_subtitles = {CF_CLIENT | CF_ARCHIVE, "cl_video_subtitles", "0", "show subtitles for videos (if they are present)"};
+cvar_t cl_video_subtitles_lines = {CF_CLIENT | CF_ARCHIVE, "cl_video_subtitles_lines", "4", "how many lines to occupy for subtitles"};
+cvar_t cl_video_subtitles_textsize = {CF_CLIENT | CF_ARCHIVE, "cl_video_subtitles_textsize", "16", "textsize for subtitles"};
+cvar_t cl_video_scale = {CF_CLIENT | CF_ARCHIVE, "cl_video_scale", "1", "scale of video, 1 = fullscreen, 0.75 - 3/4 of screen etc."};
+cvar_t cl_video_scale_vpos = {CF_CLIENT | CF_ARCHIVE, "cl_video_scale_vpos", "0", "vertical align of scaled video, -1 is top, 1 is bottom"};
+cvar_t cl_video_stipple = {CF_CLIENT | CF_ARCHIVE, "cl_video_stipple", "0", "draw interlacing-like effect on videos, similar to scr_stipple but static and used only with video playing."};
+cvar_t cl_video_brightness = {CF_CLIENT | CF_ARCHIVE, "cl_video_brightness", "1", "brightness of video, 1 = fullbright, 0.75 - 3/4 etc."};
+cvar_t cl_video_keepaspectratio = {CF_CLIENT | CF_ARCHIVE, "cl_video_keepaspectratio", "0", "keeps aspect ratio of fullscreen videos, leaving black color on unfilled areas, a value of 2 let video to be stretched horizontally with top & bottom being sliced out"};
+cvar_t cl_video_fadein = {CF_CLIENT | CF_ARCHIVE, "cl_video_fadein", "0", "fading-from-black effect once video is started, in seconds"};
+cvar_t cl_video_fadeout = {CF_CLIENT | CF_ARCHIVE, "cl_video_fadeout", "0", "fading-to-black effect once video is ended, in seconds"};
+
+cvar_t v_glslgamma_video = {CF_CLIENT | CF_ARCHIVE, "v_glslgamma_video", "1", "applies GLSL gamma to played video, could be a fraction, requires r_glslgamma_2d 1."};
// DPV stream decoder
#include "dpvsimpledecode.h"
char overridename[MAX_QPATH];
cvar_t *langcvar;
- langcvar = Cvar_FindVar(&cvars_all, "language", CVAR_CLIENT | CVAR_SERVER);
+ langcvar = Cvar_FindVar(&cvars_all, "language", CF_CLIENT | CF_SERVER);
subtitle_text = NULL;
if (langcvar)
{
bgra.i = 0;bgra.b[1] = 0xFF;cl_videogmask = bgra.i;
bgra.i = 0;bgra.b[2] = 0xFF;cl_videormask = bgra.i;
- Cmd_AddCommand(CMD_CLIENT, "playvideo", CL_PlayVideo_f, "play a .dpv video file" );
- Cmd_AddCommand(CMD_CLIENT, "stopvideo", CL_StopVideo_f, "stop playing a .dpv video file" );
+ Cmd_AddCommand(CF_CLIENT, "playvideo", CL_PlayVideo_f, "play a .dpv video file" );
+ Cmd_AddCommand(CF_CLIENT, "stopvideo", CL_StopVideo_f, "stop playing a .dpv video file" );
Cvar_RegisterVariable(&cl_video_subtitles);
Cvar_RegisterVariable(&cl_video_subtitles_lines);
}
libavwstream_t;
-cvar_t cl_video_libavw_minwidth = {CVAR_SAVE, "cl_video_libavw_minwidth", "0", "if videos width is lesser than minimal, thay will be upscaled"};
-cvar_t cl_video_libavw_minheight = {CVAR_SAVE, "cl_video_libavw_minheight", "0", "if videos height is lesser than minimal, thay will be upscaled"};
-cvar_t cl_video_libavw_scaler = {CVAR_SAVE, "cl_video_libavw_scaler", "1", "selects a scaler for libavcode played videos. Scalers are: 0 - bilinear, 1 - bicubic, 2 - x, 3 - point, 4 - area, 5 - bicublin, 6 - gauss, 7 - sinc, 8 - lanczos, 9 - spline."};
+cvar_t cl_video_libavw_minwidth = {CF_ARCHIVE, "cl_video_libavw_minwidth", "0", "if videos width is lesser than minimal, thay will be upscaled"};
+cvar_t cl_video_libavw_minheight = {CF_ARCHIVE, "cl_video_libavw_minheight", "0", "if videos height is lesser than minimal, thay will be upscaled"};
+cvar_t cl_video_libavw_scaler = {CF_ARCHIVE, "cl_video_libavw_scaler", "1", "selects a scaler for libavcode played videos. Scalers are: 0 - bilinear, 1 - bicubic, 2 - x, 3 - point, 4 - area, 5 - bicublin, 6 - gauss, 7 - sinc, 8 - lanczos, 9 - spline."};
// video extensions
const char* libavw_extensions[] =
{
VM_SAFEPARMCOUNT(1, VM_CL_registercmd);
if(!Cmd_Exists(&cmd_client, PRVM_G_STRING(OFS_PARM0)))
- Cmd_AddCommand(CMD_CLIENT, PRVM_G_STRING(OFS_PARM0), NULL, "console command created by QuakeC");
+ Cmd_AddCommand(CF_CLIENT, PRVM_G_STRING(OFS_PARM0), NULL, "console command created by QuakeC");
}
//#360 float() readbyte (EXT_CSQC)
}
}
- if((cvar = Cvar_FindVar(cmd->cvars, varname, cmd->cvars_flagsmask)) && !(cvar->flags & CVAR_PRIVATE))
+ if((cvar = Cvar_FindVar(cmd->cvars, varname, cmd->cvars_flagsmask)) && !(cvar->flags & CF_PRIVATE))
return cvar->string;
return NULL;
}
// client console can see server cvars because the user may start a server
cmd_client.cvars = &cvars_all;
- cmd_client.cvars_flagsmask = CVAR_CLIENT | CVAR_SERVER;
- cmd_client.cmd_flags = CMD_CLIENT | CMD_CLIENT_FROM_SERVER;
- cmd_client.auto_flags = CMD_SERVER_FROM_CLIENT;
+ cmd_client.cvars_flagsmask = CF_CLIENT | CF_SERVER;
+ cmd_client.cmd_flags = CF_CLIENT | CF_CLIENT_FROM_SERVER;
+ cmd_client.auto_flags = CF_SERVER_FROM_CLIENT;
cmd_client.auto_function = CL_ForwardToServer_f; // FIXME: Move this to the client.
cmd_client.userdefined = &cmd_userdefined_all;
// dedicated server console can only see server cvars, there is no client
cmd_server.cvars = &cvars_all;
- cmd_server.cvars_flagsmask = CVAR_SERVER;
- cmd_server.cmd_flags = CMD_SERVER;
+ cmd_server.cvars_flagsmask = CF_SERVER;
+ cmd_server.cmd_flags = CF_SERVER;
cmd_server.auto_flags = 0;
cmd_server.auto_function = NULL;
cmd_server.userdefined = &cmd_userdefined_all;
// server commands received from clients have no reason to access cvars, cvar expansion seems perilous.
cmd_serverfromclient.cvars = &cvars_null;
cmd_serverfromclient.cvars_flagsmask = 0;
- cmd_serverfromclient.cmd_flags = CMD_SERVER_FROM_CLIENT | CMD_USERINFO;
+ cmd_serverfromclient.cmd_flags = CF_SERVER_FROM_CLIENT | CF_USERINFO;
cmd_serverfromclient.auto_flags = 0;
cmd_serverfromclient.auto_function = NULL;
cmd_serverfromclient.userdefined = &cmd_userdefined_null;
// register our commands
//
// client-only commands
- Cmd_AddCommand(CMD_SHARED, "wait", Cmd_Wait_f, "make script execution wait for next rendered frame");
- Cmd_AddCommand(CMD_CLIENT, "cprint", Cmd_Centerprint_f, "print something at the screen center");
+ Cmd_AddCommand(CF_SHARED, "wait", Cmd_Wait_f, "make script execution wait for next rendered frame");
+ Cmd_AddCommand(CF_CLIENT, "cprint", Cmd_Centerprint_f, "print something at the screen center");
// maintenance commands used for upkeep of cvars and saved configs
- Cmd_AddCommand(CMD_SHARED, "stuffcmds", Cmd_StuffCmds_f, "execute commandline parameters (must be present in quake.rc script)");
- Cmd_AddCommand(CMD_SHARED, "cvar_lockdefaults", Cvar_LockDefaults_f, "stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg");
- Cmd_AddCommand(CMD_SHARED, "cvar_resettodefaults_all", Cvar_ResetToDefaults_All_f, "sets all cvars to their locked default values");
- Cmd_AddCommand(CMD_SHARED, "cvar_resettodefaults_nosaveonly", Cvar_ResetToDefaults_NoSaveOnly_f, "sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)");
- Cmd_AddCommand(CMD_SHARED, "cvar_resettodefaults_saveonly", Cvar_ResetToDefaults_SaveOnly_f, "sets all saved cvars to their locked default values (variables that will be saved to config.cfg)");
+ Cmd_AddCommand(CF_SHARED, "stuffcmds", Cmd_StuffCmds_f, "execute commandline parameters (must be present in quake.rc script)");
+ Cmd_AddCommand(CF_SHARED, "cvar_lockdefaults", Cvar_LockDefaults_f, "stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg");
+ Cmd_AddCommand(CF_SHARED, "cvar_resettodefaults_all", Cvar_ResetToDefaults_All_f, "sets all cvars to their locked default values");
+ Cmd_AddCommand(CF_SHARED, "cvar_resettodefaults_nosaveonly", Cvar_ResetToDefaults_NoSaveOnly_f, "sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)");
+ Cmd_AddCommand(CF_SHARED, "cvar_resettodefaults_saveonly", Cvar_ResetToDefaults_SaveOnly_f, "sets all saved cvars to their locked default values (variables that will be saved to config.cfg)");
// general console commands used in multiple environments
- Cmd_AddCommand(CMD_SHARED, "exec", Cmd_Exec_f, "execute a script file");
- Cmd_AddCommand(CMD_SHARED, "echo",Cmd_Echo_f, "print a message to the console (useful in scripts)");
- Cmd_AddCommand(CMD_SHARED, "alias",Cmd_Alias_f, "create a script function (parameters are passed in as $X (being X a number), $* for all parameters, $X- for all parameters starting from $X). Without arguments show the list of all alias");
- Cmd_AddCommand(CMD_SHARED, "unalias",Cmd_UnAlias_f, "remove an alias");
- Cmd_AddCommand(CMD_SHARED, "set", Cvar_Set_f, "create or change the value of a console variable");
- Cmd_AddCommand(CMD_SHARED, "seta", Cvar_SetA_f, "create or change the value of a console variable that will be saved to config.cfg");
- Cmd_AddCommand(CMD_SHARED, "unset", Cvar_Del_f, "delete a cvar (does not work for static ones like _cl_name, or read-only ones)");
+ Cmd_AddCommand(CF_SHARED, "exec", Cmd_Exec_f, "execute a script file");
+ Cmd_AddCommand(CF_SHARED, "echo",Cmd_Echo_f, "print a message to the console (useful in scripts)");
+ Cmd_AddCommand(CF_SHARED, "alias",Cmd_Alias_f, "create a script function (parameters are passed in as $X (being X a number), $* for all parameters, $X- for all parameters starting from $X). Without arguments show the list of all alias");
+ Cmd_AddCommand(CF_SHARED, "unalias",Cmd_UnAlias_f, "remove an alias");
+ Cmd_AddCommand(CF_SHARED, "set", Cvar_Set_f, "create or change the value of a console variable");
+ Cmd_AddCommand(CF_SHARED, "seta", Cvar_SetA_f, "create or change the value of a console variable that will be saved to config.cfg");
+ Cmd_AddCommand(CF_SHARED, "unset", Cvar_Del_f, "delete a cvar (does not work for static ones like _cl_name, or read-only ones)");
#ifdef FILLALLCVARSWITHRUBBISH
- Cmd_AddCommand(CMD_SHARED, "fillallcvarswithrubbish", Cvar_FillAll_f, "fill all cvars with a specified number of characters to provoke buffer overruns");
+ Cmd_AddCommand(CF_SHARED, "fillallcvarswithrubbish", Cvar_FillAll_f, "fill all cvars with a specified number of characters to provoke buffer overruns");
#endif /* FILLALLCVARSWITHRUBBISH */
// 2000-01-09 CmdList, CvarList commands By Matthias "Maddes" Buecher
// Added/Modified by EvilTypeGuy eviltypeguy@qeradiant.com
- Cmd_AddCommand(CMD_SHARED, "cmdlist", Cmd_List_f, "lists all console commands beginning with the specified prefix or matching the specified wildcard pattern");
- Cmd_AddCommand(CMD_SHARED, "cvarlist", Cvar_List_f, "lists all console variables beginning with the specified prefix or matching the specified wildcard pattern");
- Cmd_AddCommand(CMD_SHARED, "apropos", Cmd_Apropos_f, "lists all console variables/commands/aliases containing the specified string in the name or description");
- Cmd_AddCommand(CMD_SHARED, "find", Cmd_Apropos_f, "lists all console variables/commands/aliases containing the specified string in the name or description");
+ Cmd_AddCommand(CF_SHARED, "cmdlist", Cmd_List_f, "lists all console commands beginning with the specified prefix or matching the specified wildcard pattern");
+ Cmd_AddCommand(CF_SHARED, "cvarlist", Cvar_List_f, "lists all console variables beginning with the specified prefix or matching the specified wildcard pattern");
+ Cmd_AddCommand(CF_SHARED, "apropos", Cmd_Apropos_f, "lists all console variables/commands/aliases containing the specified string in the name or description");
+ Cmd_AddCommand(CF_SHARED, "find", Cmd_Apropos_f, "lists all console variables/commands/aliases containing the specified string in the name or description");
- Cmd_AddCommand(CMD_SHARED, "defer", Cmd_Defer_f, "execute a command in the future");
+ Cmd_AddCommand(CF_SHARED, "defer", Cmd_Defer_f, "execute a command in the future");
// DRESK - 5/14/06
// Support Doom3-style Toggle Command
- Cmd_AddCommand(CMD_SHARED | CMD_CLIENT_FROM_SERVER, "toggle", Cmd_Toggle_f, "toggles a console variable's values (use for more info)");
+ Cmd_AddCommand(CF_SHARED | CF_CLIENT_FROM_SERVER, "toggle", Cmd_Toggle_f, "toggles a console variable's values (use for more info)");
}
/*
case src_client:
if (func->function)
{
- if((func->flags & CMD_CHEAT) && !sv_cheats.integer)
+ if((func->flags & CF_CHEAT) && !sv_cheats.integer)
SV_ClientPrintf("No cheats allowed. The server must have sv_cheats set to 1\n");
else
func->function(cmd);
struct cmd_state_s;
// Command flags
-#define CMD_CLIENT (1<<0)
-#define CMD_SERVER (1<<1)
-#define CMD_CLIENT_FROM_SERVER (1<<2)
-#define CMD_SERVER_FROM_CLIENT (1<<3)
-#define CMD_USERINFO (1<<4)
-#define CMD_CHEAT (1<<5)
-
-
-#define CMD_SHARED 3
+#define CF_NONE 0
+#define CF_CLIENT (1<<0) // cvar/command that only the client can change/execute
+#define CF_SERVER (1<<1) // cvar/command that only the server can change/execute
+#define CF_CLIENT_FROM_SERVER (1<<2) // command that the server is allowed to execute on the client
+#define CF_SERVER_FROM_CLIENT (1<<3) // command the client is allowed to execute on the server as a stringcmd
+#define CF_CHEAT (1<<4) // command or cvar that gives an unfair advantage over other players and is blocked unless sv_cheats is 1
+#define CF_ARCHIVE (1<<5) // cvar should have its set value saved to config.cfg and persist across sessions
+#define CF_READONLY (1<<6) // cvar cannot be changed from the console or the command buffer
+#define CF_NOTIFY (1<<7) // cvar should trigger a chat notification to all connected clients when changed
+#define CF_SERVERINFO (1<<8) // command or cvar relevant to serverinfo string handling
+#define CF_USERINFO (1<<9) // command or cvar used to communicate userinfo to the server
+#define CF_PERSISTENT (1<<10) // cvar must not be reset on gametype switch (such as scr_screenshot_name, which otherwise isn't set to the mod name properly)
+#define CF_PRIVATE (1<<11) // cvar should not be $ expanded or sent to the server under any circumstances (rcon_password, etc)
+#define CF_MAXFLAGSVAL 4095 // used to determine if flags is valid
+// for internal use only!
+#define CF_DEFAULTSET (1<<30)
+#define CF_ALLOCATED (1<<31)
+
+#define CF_SHARED 3
typedef void(*xcommand_t) (struct cmd_state_s *cmd);
cmd_function_t *engine_functions;
cvar_state_t *cvars; // which cvar system is this cmd state able to access? (&cvars_all or &cvars_null)
- int cvars_flagsmask; // which CVAR_* flags should be visible to this interpreter? (CVAR_CLIENT | CVAR_SERVER, or just CVAR_SERVER)
+ int cvars_flagsmask; // which CVAR_* flags should be visible to this interpreter? (CF_CLIENT | CF_SERVER, or just CF_SERVER)
int cmd_flags; // cmd flags that identify this interpreter
/*
* If a requested flag matches auto_flags, a command will be
* added to a given interpreter with auto_function. For example,
- * a CMD_SERVER_FROM_CLIENT command should be automatically added
+ * a CF_SERVER_FROM_CLIENT command should be automatically added
* to the client interpreter as CL_ForwardToServer_f. It can be
* overridden at any time.
*/
#define COLLISION_SNAP2 (2.0f / COLLISION_SNAPSCALE)
#define COLLISION_PLANE_DIST_EPSILON (2.0f / COLLISION_SNAPSCALE)
-cvar_t collision_impactnudge = {CVAR_CLIENT | CVAR_SERVER, "collision_impactnudge", "0.03125", "how much to back off from the impact"};
-cvar_t collision_extendmovelength = {CVAR_CLIENT | CVAR_SERVER, "collision_extendmovelength", "16", "internal bias on trace length to ensure detection of collisions within the collision_impactnudge distance so that short moves do not degrade across frames (this does not alter the final trace length)"};
-cvar_t collision_extendtraceboxlength = {CVAR_CLIENT | CVAR_SERVER, "collision_extendtraceboxlength", "1", "internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
-cvar_t collision_extendtracelinelength = {CVAR_CLIENT | CVAR_SERVER, "collision_extendtracelinelength", "1", "internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
-cvar_t collision_debug_tracelineasbox = {CVAR_CLIENT | CVAR_SERVER, "collision_debug_tracelineasbox", "0", "workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat"};
-cvar_t collision_cache = {CVAR_CLIENT | CVAR_SERVER, "collision_cache", "1", "store results of collision traces for next frame to reuse if possible (optimization)"};
-cvar_t collision_triangle_bevelsides = {CVAR_CLIENT | CVAR_SERVER, "collision_triangle_bevelsides", "0", "generate sloped edge planes on triangles - if 0, see axialedgeplanes"};
-cvar_t collision_triangle_axialsides = {CVAR_CLIENT | CVAR_SERVER, "collision_triangle_axialsides", "1", "generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes"};
-cvar_t collision_bih_fullrecursion = {CVAR_CLIENT | CVAR_SERVER, "collision_bih_fullrecursion", "0", "debugging option to disable the bih recursion optimizations by iterating the entire tree"};
+cvar_t collision_impactnudge = {CF_CLIENT | CF_SERVER, "collision_impactnudge", "0.03125", "how much to back off from the impact"};
+cvar_t collision_extendmovelength = {CF_CLIENT | CF_SERVER, "collision_extendmovelength", "16", "internal bias on trace length to ensure detection of collisions within the collision_impactnudge distance so that short moves do not degrade across frames (this does not alter the final trace length)"};
+cvar_t collision_extendtraceboxlength = {CF_CLIENT | CF_SERVER, "collision_extendtraceboxlength", "1", "internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
+cvar_t collision_extendtracelinelength = {CF_CLIENT | CF_SERVER, "collision_extendtracelinelength", "1", "internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)"};
+cvar_t collision_debug_tracelineasbox = {CF_CLIENT | CF_SERVER, "collision_debug_tracelineasbox", "0", "workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat"};
+cvar_t collision_cache = {CF_CLIENT | CF_SERVER, "collision_cache", "1", "store results of collision traces for next frame to reuse if possible (optimization)"};
+cvar_t collision_triangle_bevelsides = {CF_CLIENT | CF_SERVER, "collision_triangle_bevelsides", "0", "generate sloped edge planes on triangles - if 0, see axialedgeplanes"};
+cvar_t collision_triangle_axialsides = {CF_CLIENT | CF_SERVER, "collision_triangle_axialsides", "1", "generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes"};
+cvar_t collision_bih_fullrecursion = {CF_CLIENT | CF_SERVER, "collision_bih_fullrecursion", "0", "debugging option to disable the bih recursion optimizations by iterating the entire tree"};
mempool_t *collision_mempool;
#include "quakedef.h"
#include "utf8lib.h"
-cvar_t registered = {CVAR_CLIENT | CVAR_SERVER, "registered","0", "indicates if this is running registered quake (whether gfx/pop.lmp was found)"};
-cvar_t cmdline = {CVAR_CLIENT | CVAR_SERVER, "cmdline","0", "contains commandline the engine was launched with"};
+cvar_t registered = {CF_CLIENT | CF_SERVER, "registered","0", "indicates if this is running registered quake (whether gfx/pop.lmp was found)"};
+cvar_t cmdline = {CF_CLIENT | CF_SERVER, "cmdline","0", "contains commandline the engine was launched with"};
// FIXME: Find a better place for these.
-cvar_t cl_playermodel = {CVAR_CLIENT | CVAR_SERVER | CVAR_USERINFO | CVAR_SAVE, "playermodel", "", "current player model in Nexuiz/Xonotic"};
-cvar_t cl_playerskin = {CVAR_CLIENT | CVAR_SERVER | CVAR_USERINFO | CVAR_SAVE, "playerskin", "", "current player skin in Nexuiz/Xonotic"};
+cvar_t cl_playermodel = {CF_CLIENT | CF_SERVER | CF_USERINFO | CF_ARCHIVE, "playermodel", "", "current player model in Nexuiz/Xonotic"};
+cvar_t cl_playerskin = {CF_CLIENT | CF_SERVER | CF_USERINFO | CF_ARCHIVE, "playerskin", "", "current player skin in Nexuiz/Xonotic"};
char com_token[MAX_INPUTLINE];
#define CON_LINES_LAST CONBUFFER_LINES_LAST(&con)
#define CON_LINES_COUNT CONBUFFER_LINES_COUNT(&con)
-cvar_t con_notifytime = {CVAR_CLIENT | CVAR_SAVE, "con_notifytime","3", "how long notify lines last, in seconds"};
-cvar_t con_notify = {CVAR_CLIENT | CVAR_SAVE, "con_notify","4", "how many notify lines to show"};
-cvar_t con_notifyalign = {CVAR_CLIENT | CVAR_SAVE, "con_notifyalign", "", "how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)"};
-
-cvar_t con_chattime = {CVAR_CLIENT | CVAR_SAVE, "con_chattime","30", "how long chat lines last, in seconds"};
-cvar_t con_chat = {CVAR_CLIENT | CVAR_SAVE, "con_chat","0", "how many chat lines to show in a dedicated chat area"};
-cvar_t con_chatpos = {CVAR_CLIENT | CVAR_SAVE, "con_chatpos","0", "where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)"};
-cvar_t con_chatrect = {CVAR_CLIENT | CVAR_SAVE, "con_chatrect","0", "use con_chatrect_x and _y to position con_notify and con_chat freely instead of con_chatpos"};
-cvar_t con_chatrect_x = {CVAR_CLIENT | CVAR_SAVE, "con_chatrect_x","", "where to put chat, relative x coordinate of left edge on screen (use con_chatwidth for width)"};
-cvar_t con_chatrect_y = {CVAR_CLIENT | CVAR_SAVE, "con_chatrect_y","", "where to put chat, relative y coordinate of top edge on screen (use con_chat for line count)"};
-cvar_t con_chatwidth = {CVAR_CLIENT | CVAR_SAVE, "con_chatwidth","1.0", "relative chat window width"};
-cvar_t con_textsize = {CVAR_CLIENT | CVAR_SAVE, "con_textsize","8", "console text size in virtual 2D pixels"};
-cvar_t con_notifysize = {CVAR_CLIENT | CVAR_SAVE, "con_notifysize","8", "notify text size in virtual 2D pixels"};
-cvar_t con_chatsize = {CVAR_CLIENT | CVAR_SAVE, "con_chatsize","8", "chat text size in virtual 2D pixels (if con_chat is enabled)"};
-cvar_t con_chatsound = {CVAR_CLIENT | CVAR_SAVE, "con_chatsound","1", "enables chat sound to play on message"};
-cvar_t con_chatsound_file = {CVAR_CLIENT, "con_chatsound_file","sound/misc/talk.wav", "The sound to play for chat messages"};
-cvar_t con_chatsound_team_file = {CVAR_CLIENT, "con_chatsound_team_file","sound/misc/talk2.wav", "The sound to play for team chat messages"};
-cvar_t con_chatsound_team_mask = {CVAR_CLIENT, "con_chatsound_team_mask","40","Magic ASCII code that denotes a team chat message"};
-
-cvar_t sys_specialcharactertranslation = {CVAR_CLIENT | CVAR_SERVER, "sys_specialcharactertranslation", "1", "terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)"};
+cvar_t con_notifytime = {CF_CLIENT | CF_ARCHIVE, "con_notifytime","3", "how long notify lines last, in seconds"};
+cvar_t con_notify = {CF_CLIENT | CF_ARCHIVE, "con_notify","4", "how many notify lines to show"};
+cvar_t con_notifyalign = {CF_CLIENT | CF_ARCHIVE, "con_notifyalign", "", "how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)"};
+
+cvar_t con_chattime = {CF_CLIENT | CF_ARCHIVE, "con_chattime","30", "how long chat lines last, in seconds"};
+cvar_t con_chat = {CF_CLIENT | CF_ARCHIVE, "con_chat","0", "how many chat lines to show in a dedicated chat area"};
+cvar_t con_chatpos = {CF_CLIENT | CF_ARCHIVE, "con_chatpos","0", "where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)"};
+cvar_t con_chatrect = {CF_CLIENT | CF_ARCHIVE, "con_chatrect","0", "use con_chatrect_x and _y to position con_notify and con_chat freely instead of con_chatpos"};
+cvar_t con_chatrect_x = {CF_CLIENT | CF_ARCHIVE, "con_chatrect_x","", "where to put chat, relative x coordinate of left edge on screen (use con_chatwidth for width)"};
+cvar_t con_chatrect_y = {CF_CLIENT | CF_ARCHIVE, "con_chatrect_y","", "where to put chat, relative y coordinate of top edge on screen (use con_chat for line count)"};
+cvar_t con_chatwidth = {CF_CLIENT | CF_ARCHIVE, "con_chatwidth","1.0", "relative chat window width"};
+cvar_t con_textsize = {CF_CLIENT | CF_ARCHIVE, "con_textsize","8", "console text size in virtual 2D pixels"};
+cvar_t con_notifysize = {CF_CLIENT | CF_ARCHIVE, "con_notifysize","8", "notify text size in virtual 2D pixels"};
+cvar_t con_chatsize = {CF_CLIENT | CF_ARCHIVE, "con_chatsize","8", "chat text size in virtual 2D pixels (if con_chat is enabled)"};
+cvar_t con_chatsound = {CF_CLIENT | CF_ARCHIVE, "con_chatsound","1", "enables chat sound to play on message"};
+cvar_t con_chatsound_file = {CF_CLIENT, "con_chatsound_file","sound/misc/talk.wav", "The sound to play for chat messages"};
+cvar_t con_chatsound_team_file = {CF_CLIENT, "con_chatsound_team_file","sound/misc/talk2.wav", "The sound to play for team chat messages"};
+cvar_t con_chatsound_team_mask = {CF_CLIENT, "con_chatsound_team_mask","40","Magic ASCII code that denotes a team chat message"};
+
+cvar_t sys_specialcharactertranslation = {CF_CLIENT | CF_SERVER, "sys_specialcharactertranslation", "1", "terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)"};
#ifdef WIN32
-cvar_t sys_colortranslation = {CVAR_CLIENT | CVAR_SERVER, "sys_colortranslation", "0", "terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)"};
+cvar_t sys_colortranslation = {CF_CLIENT | CF_SERVER, "sys_colortranslation", "0", "terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)"};
#else
-cvar_t sys_colortranslation = {CVAR_CLIENT | CVAR_SERVER, "sys_colortranslation", "1", "terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)"};
+cvar_t sys_colortranslation = {CF_CLIENT | CF_SERVER, "sys_colortranslation", "1", "terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)"};
#endif
-cvar_t con_nickcompletion = {CVAR_CLIENT | CVAR_SAVE, "con_nickcompletion", "1", "tab-complete nicks in console and message input"};
-cvar_t con_nickcompletion_flags = {CVAR_CLIENT | CVAR_SAVE, "con_nickcompletion_flags", "11", "Bitfield: "
+cvar_t con_nickcompletion = {CF_CLIENT | CF_ARCHIVE, "con_nickcompletion", "1", "tab-complete nicks in console and message input"};
+cvar_t con_nickcompletion_flags = {CF_CLIENT | CF_ARCHIVE, "con_nickcompletion_flags", "11", "Bitfield: "
"0: add nothing after completion. "
"1: add the last color after completion. "
"2: add a quote when starting a quote instead of the color. "
#define NICKS_ALPHANUMERICS_ONLY 8
#define NICKS_NO_SPACES 16
-cvar_t con_completion_playdemo = {CVAR_CLIENT | CVAR_SAVE, "con_completion_playdemo", "*.dem", "completion pattern for the playdemo command"};
-cvar_t con_completion_timedemo = {CVAR_CLIENT | CVAR_SAVE, "con_completion_timedemo", "*.dem", "completion pattern for the timedemo command"};
-cvar_t con_completion_exec = {CVAR_CLIENT | CVAR_SAVE, "con_completion_exec", "*.cfg", "completion pattern for the exec command"};
+cvar_t con_completion_playdemo = {CF_CLIENT | CF_ARCHIVE, "con_completion_playdemo", "*.dem", "completion pattern for the playdemo command"};
+cvar_t con_completion_timedemo = {CF_CLIENT | CF_ARCHIVE, "con_completion_timedemo", "*.dem", "completion pattern for the timedemo command"};
+cvar_t con_completion_exec = {CF_CLIENT | CF_ARCHIVE, "con_completion_exec", "*.cfg", "completion pattern for the exec command"};
-cvar_t condump_stripcolors = {CVAR_CLIENT | CVAR_SERVER| CVAR_SAVE, "condump_stripcolors", "0", "strip color codes from console dumps"};
+cvar_t condump_stripcolors = {CF_CLIENT | CF_SERVER| CF_ARCHIVE, "condump_stripcolors", "0", "strip color codes from console dumps"};
-cvar_t rcon_password = {CVAR_CLIENT | CVAR_SERVER | CVAR_PRIVATE, "rcon_password", "", "password to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations"};
-cvar_t rcon_secure = {CVAR_CLIENT | CVAR_SERVER, "rcon_secure", "0", "force secure rcon authentication (1 = time based, 2 = challenge based); NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password"};
-cvar_t rcon_secure_challengetimeout = {CVAR_CLIENT, "rcon_secure_challengetimeout", "5", "challenge-based secure rcon: time out requests if no challenge came within this time interval"};
-cvar_t rcon_address = {CVAR_CLIENT, "rcon_address", "", "server address to send rcon commands to (when not connected to a server)"};
+cvar_t rcon_password = {CF_CLIENT | CF_SERVER | CF_PRIVATE, "rcon_password", "", "password to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations"};
+cvar_t rcon_secure = {CF_CLIENT | CF_SERVER, "rcon_secure", "0", "force secure rcon authentication (1 = time based, 2 = challenge based); NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password"};
+cvar_t rcon_secure_challengetimeout = {CF_CLIENT, "rcon_secure_challengetimeout", "5", "challenge-based secure rcon: time out requests if no challenge came within this time interval"};
+cvar_t rcon_address = {CF_CLIENT, "rcon_address", "", "server address to send rcon commands to (when not connected to a server)"};
int con_linewidth;
int con_vislines;
/// \name Logging
//@{
-cvar_t log_file = {CVAR_CLIENT | CVAR_SERVER, "log_file", "", "filename to log messages to"};
-cvar_t log_file_stripcolors = {CVAR_CLIENT | CVAR_SERVER, "log_file_stripcolors", "0", "strip color codes from log messages"};
-cvar_t log_dest_udp = {CVAR_CLIENT | CVAR_SERVER, "log_dest_udp", "", "UDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE"};
+cvar_t log_file = {CF_CLIENT | CF_SERVER, "log_file", "", "filename to log messages to"};
+cvar_t log_file_stripcolors = {CF_CLIENT | CF_SERVER, "log_file_stripcolors", "0", "strip color codes from log messages"};
+cvar_t log_dest_udp = {CF_CLIENT | CF_SERVER, "log_dest_udp", "", "UDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE"};
char log_dest_buffer[1400]; // UDP packet
size_t log_dest_buffer_pos;
unsigned int log_dest_buffer_appending;
Cvar_RegisterVariable(&rcon_password);
// register our commands
- Cmd_AddCommand(CMD_CLIENT, "toggleconsole", Con_ToggleConsole_f, "opens or closes the console");
- Cmd_AddCommand(CMD_CLIENT, "messagemode", Con_MessageMode_f, "input a chat message to say to everyone");
- Cmd_AddCommand(CMD_CLIENT, "messagemode2", Con_MessageMode2_f, "input a chat message to say to only your team");
- Cmd_AddCommand(CMD_CLIENT, "commandmode", Con_CommandMode_f, "input a console command");
- Cmd_AddCommand(CMD_SHARED, "clear", Con_Clear_f, "clear console history");
- Cmd_AddCommand(CMD_SHARED, "maps", Con_Maps_f, "list information about available maps");
- Cmd_AddCommand(CMD_SHARED, "condump", Con_ConDump_f, "output console history to a file (see also log_file)");
+ Cmd_AddCommand(CF_CLIENT, "toggleconsole", Con_ToggleConsole_f, "opens or closes the console");
+ Cmd_AddCommand(CF_CLIENT, "messagemode", Con_MessageMode_f, "input a chat message to say to everyone");
+ Cmd_AddCommand(CF_CLIENT, "messagemode2", Con_MessageMode2_f, "input a chat message to say to only your team");
+ Cmd_AddCommand(CF_CLIENT, "commandmode", Con_CommandMode_f, "input a console command");
+ Cmd_AddCommand(CF_SHARED, "clear", Con_Clear_f, "clear console history");
+ Cmd_AddCommand(CF_SHARED, "maps", Con_Maps_f, "list information about available maps");
+ Cmd_AddCommand(CF_SHARED, "condump", Con_ConDump_f, "output console history to a file (see also log_file)");
con_initialized = true;
// initialize console window (only used by sys_win.c)
{
strlcpy(command, line + 1, min(sizeof(command), (unsigned int)(space - line)));
- patterns = Cvar_VariableString(cmd->cvars, va(vabuf, sizeof(vabuf), "con_completion_%s", command), CVAR_CLIENT | CVAR_SERVER); // TODO maybe use a better place for this?
+ patterns = Cvar_VariableString(cmd->cvars, va(vabuf, sizeof(vabuf), "con_completion_%s", command), CF_CLIENT | CF_SERVER); // TODO maybe use a better place for this?
if(patterns && !*patterns)
patterns = NULL; // get rid of the empty string
Con_Printf("\n%i possible command%s\n", c, (c > 1) ? "s: " : ":");
Cmd_CompleteCommandPrint(cmd, s);
}
- v = Cvar_CompleteCountPossible(cmd->cvars, s, CVAR_CLIENT | CVAR_SERVER);
+ v = Cvar_CompleteCountPossible(cmd->cvars, s, CF_CLIENT | CF_SERVER);
if (v)
{
Con_Printf("\n%i possible variable%s\n", v, (v > 1) ? "s: " : ":");
- Cvar_CompleteCvarPrint(cmd->cvars, s, CVAR_CLIENT | CVAR_SERVER);
+ Cvar_CompleteCvarPrint(cmd->cvars, s, CF_CLIENT | CF_SERVER);
}
a = Cmd_CompleteAliasCountPossible(cmd, s);
if (a)
#include "hmac.h"
#include "libcurl.h"
-cvar_t crypto_developer = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "crypto_developer", "0", "print extra info about crypto handshake"};
-cvar_t crypto_aeslevel = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "crypto_aeslevel", "1", "whether to support AES encryption in authenticated connections (0 = no, 1 = supported, 2 = requested, 3 = required)"};
+cvar_t crypto_developer = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "crypto_developer", "0", "print extra info about crypto handshake"};
+cvar_t crypto_aeslevel = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "crypto_aeslevel", "1", "whether to support AES encryption in authenticated connections (0 = no, 1 = supported, 2 = requested, 3 = required)"};
-cvar_t crypto_servercpupercent = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "crypto_servercpupercent", "10", "allowed crypto CPU load in percent for server operation (0 = no limit, faster)"};
-cvar_t crypto_servercpumaxtime = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "crypto_servercpumaxtime", "0.01", "maximum allowed crypto CPU time per frame (0 = no limit)"};
-cvar_t crypto_servercpudebug = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "crypto_servercpudebug", "0", "print statistics about time usage by crypto"};
+cvar_t crypto_servercpupercent = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "crypto_servercpupercent", "10", "allowed crypto CPU load in percent for server operation (0 = no limit, faster)"};
+cvar_t crypto_servercpumaxtime = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "crypto_servercpumaxtime", "0.01", "maximum allowed crypto CPU time per frame (0 = no limit)"};
+cvar_t crypto_servercpudebug = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "crypto_servercpudebug", "0", "print statistics about time usage by crypto"};
static double crypto_servercpu_accumulator = 0;
static double crypto_servercpu_lastrealtime = 0;
{
if(d0_blind_id_dll)
{
- Cmd_AddCommand(CMD_SHARED, "crypto_reload", Crypto_Reload_f, "reloads cryptographic keys");
- Cmd_AddCommand(CMD_SHARED, "crypto_keygen", Crypto_KeyGen_f, "generates and saves a cryptographic key");
- Cmd_AddCommand(CMD_SHARED, "crypto_keys", Crypto_Keys_f, "lists the loaded keys");
- Cmd_AddCommand(CMD_SHARED, "crypto_hostkeys", Crypto_HostKeys_f, "lists the cached host keys");
- Cmd_AddCommand(CMD_SHARED, "crypto_hostkey_clear", Crypto_HostKey_Clear_f, "clears a cached host key");
+ Cmd_AddCommand(CF_SHARED, "crypto_reload", Crypto_Reload_f, "reloads cryptographic keys");
+ Cmd_AddCommand(CF_SHARED, "crypto_keygen", Crypto_KeyGen_f, "generates and saves a cryptographic key");
+ Cmd_AddCommand(CF_SHARED, "crypto_keys", Crypto_Keys_f, "lists the loaded keys");
+ Cmd_AddCommand(CF_SHARED, "crypto_hostkeys", Crypto_HostKeys_f, "lists the cached host keys");
+ Cmd_AddCommand(CF_SHARED, "crypto_hostkey_clear", Crypto_HostKey_Clear_f, "clears a cached host key");
Cvar_RegisterVariable(&crypto_developer);
if(d0_rijndael_dll)
// temporarily so that it can be set by the cvar command,
// and then reprotect it afterwards
int crcflags = csqc_progcrc.flags;
- csqc_progcrc.flags &= ~CVAR_READONLY;
- csqc_progsize.flags &= ~CVAR_READONLY;
+ csqc_progcrc.flags &= ~CF_READONLY;
+ csqc_progsize.flags &= ~CF_READONLY;
Cmd_ExecuteString(&cmd_client, msg, src_local, true);
csqc_progcrc.flags = csqc_progsize.flags = crcflags;
return;
Con_Printf("^6");
else
Con_Printf("^3");
- Con_Printf("%s^7 is \"%s\" [\"%s\"]", name, ((cvar->flags & CVAR_PRIVATE) ? "********"/*hunter2*/ : cvar->string), cvar->defstring);
+ Con_Printf("%s^7 is \"%s\" [\"%s\"]", name, ((cvar->flags & CF_PRIVATE) ? "********"/*hunter2*/ : cvar->string), cvar->defstring);
if (strcmp(cvar->name, name))
Con_Printf(" (also ^3%s^7)", cvar->name);
if (full)
memcpy ((char *)var->string, value, valuelen + 1);
var->value = atof (var->string);
var->integer = (int) var->value;
- if ((var->flags & CVAR_NOTIFY) && changed && sv.active && !sv_disablenotify.integer)
+ if ((var->flags & CF_NOTIFY) && changed && sv.active && !sv_disablenotify.integer)
SV_BroadcastPrintf("\003^3Server cvar \"%s\" changed to \"%s\"\n", var->name, var->string);
#if 0
// TODO: add infostring support to the server?
- if ((var->flags & CVAR_SERVERINFO) && changed && sv.active)
+ if ((var->flags & CF_SERVERINFO) && changed && sv.active)
{
InfoString_SetValue(svs.serverinfo, sizeof(svs.serverinfo), var->name, var->string);
if (sv.active)
}
}
#endif
- if (var->flags & CVAR_USERINFO)
+ if (var->flags & CF_USERINFO)
CL_SetInfo(var->name, var->string, true, false, false, false);
Cvar_UpdateAutoCvar(var);
size_t alloclen;
int i;
- switch (variable->flags & (CVAR_CLIENT | CVAR_SERVER))
+ switch (variable->flags & (CF_CLIENT | CF_SERVER))
{
- case CVAR_CLIENT:
- case CVAR_SERVER:
- case CVAR_CLIENT | CVAR_SERVER:
+ case CF_CLIENT:
+ case CF_SERVER:
+ case CF_CLIENT | CF_SERVER:
cvars = &cvars_all;
break;
case 0:
- Sys_Error("Cvar_RegisterVariable({\"%s\", \"%s\", %i}) with no CVAR_CLIENT | CVAR_SERVER flags\n", variable->name, variable->string, variable->flags);
+ Sys_Error("Cvar_RegisterVariable({\"%s\", \"%s\", %i}) with no CF_CLIENT | CF_SERVER flags\n", variable->name, variable->string, variable->flags);
break;
default:
- Sys_Error("Cvar_RegisterVariable({\"%s\", \"%s\", %i}) with weird CVAR_CLIENT | CVAR_SERVER flags\n", variable->name, variable->string, variable->flags);
+ Sys_Error("Cvar_RegisterVariable({\"%s\", \"%s\", %i}) with weird CF_CLIENT | CF_SERVER flags\n", variable->name, variable->string, variable->flags);
break;
}
cvar = Cvar_FindVar(cvars, variable->name, ~0);
if (cvar)
{
- if (cvar->flags & CVAR_ALLOCATED)
+ if (cvar->flags & CF_ALLOCATED)
{
if (developer_extra.integer)
Con_DPrintf("... replacing existing allocated cvar {\"%s\", \"%s\", %i}\n", cvar->name, cvar->string, cvar->flags);
// (because the engine directly accesses fixed variables)
// NOTE: this isn't actually used currently
// (all cvars are registered before config parsing)
- variable->flags |= (cvar->flags & ~CVAR_ALLOCATED);
+ variable->flags |= (cvar->flags & ~CF_ALLOCATED);
// cvar->string is now owned by variable instead
variable->string = cvar->string;
variable->defstring = cvar->defstring;
{
cvar->flags |= flags;
Cvar_SetQuick_Internal (cvar, value);
- if(newdescription && (cvar->flags & CVAR_ALLOCATED))
+ if(newdescription && (cvar->flags & CF_ALLOCATED))
{
if(cvar->description != cvar_dummy_description)
Z_Free((char *)cvar->description);
// TODO: factorize the following code with the one at the end of Cvar_RegisterVariable()
// FIXME: these never get Z_Free'd
cvar = (cvar_t *)Z_Malloc(sizeof(cvar_t));
- cvar->flags = flags | CVAR_ALLOCATED;
+ cvar->flags = flags | CF_ALLOCATED;
cvar->name = (char *)Mem_strdup(zonemempool, name);
cvar->string = (char *)Mem_strdup(zonemempool, value);
cvar->defstring = (char *)Mem_strdup(zonemempool, value);
qbool Cvar_Readonly (cvar_t *var, const char *cmd_name)
{
- if (var->flags & CVAR_READONLY)
+ if (var->flags & CF_READONLY)
{
if(cmd_name)
Con_Printf("%s: ",cmd_name);
cvar_t *var;
// unlock the default values of all cvars
for (var = cvars->vars ; var ; var = var->next)
- var->flags &= ~CVAR_DEFAULTSET;
+ var->flags &= ~CF_DEFAULTSET;
}
// lock in the default values of all cvars
for (var = cvars->vars ; var ; var = var->next)
{
- if (!(var->flags & CVAR_DEFAULTSET))
+ if (!(var->flags & CF_DEFAULTSET))
{
size_t alloclen;
//Con_Printf("locking cvar %s (%s -> %s)\n", var->name, var->string, var->defstring);
- var->flags |= CVAR_DEFAULTSET;
+ var->flags |= CF_DEFAULTSET;
Z_Free((char *)var->defstring);
alloclen = strlen(var->string) + 1;
var->defstring = (char *)Z_Malloc(alloclen);
if (c->initstate)
{
// restore this cvar, it existed at init
- if (((c->flags ^ c->initflags) & CVAR_MAXFLAGSVAL)
+ if (((c->flags ^ c->initflags) & CF_MAXFLAGSVAL)
|| strcmp(c->defstring ? c->defstring : "", c->initdefstring ? c->initdefstring : "")
|| strcmp(c->string ? c->string : "", c->initstring ? c->initstring : ""))
{
}
else
{
- if (!(c->flags & CVAR_ALLOCATED))
+ if (!(c->flags & CF_ALLOCATED))
{
Con_DPrintf("Cvar_RestoreInitState: Unable to destroy cvar \"%s\", it was registered after init!\n", c->name);
// In this case, at least reset it to the default.
- if((c->flags & CVAR_NORESETTODEFAULTS) == 0)
+ if((c->flags & CF_PERSISTENT) == 0)
Cvar_SetQuick(c, c->defstring);
cp = &c->next;
continue;
{
Con_DPrintf("Cvar_RestoreInitState: Unable to destroy cvar \"%s\", it is an autocvar used by running progs!\n", c->name);
// In this case, at least reset it to the default.
- if((c->flags & CVAR_NORESETTODEFAULTS) == 0)
+ if((c->flags & CF_PERSISTENT) == 0)
Cvar_SetQuick(c, c->defstring);
cp = &c->next;
continue;
// restore the default values of all cvars
for (var = cvars->vars ; var ; var = var->next)
{
- if((var->flags & CVAR_NORESETTODEFAULTS) == 0)
+ if((var->flags & CF_PERSISTENT) == 0)
Cvar_SetQuick(var, var->defstring);
}
}
// restore the default values of all cvars
for (var = cvars->vars ; var ; var = var->next)
{
- if ((var->flags & (CVAR_NORESETTODEFAULTS | CVAR_SAVE)) == 0)
+ if ((var->flags & (CF_PERSISTENT | CF_ARCHIVE)) == 0)
Cvar_SetQuick(var, var->defstring);
}
}
// restore the default values of all cvars
for (var = cvars->vars ; var ; var = var->next)
{
- if ((var->flags & (CVAR_NORESETTODEFAULTS | CVAR_SAVE)) == CVAR_SAVE)
+ if ((var->flags & (CF_PERSISTENT | CF_ARCHIVE)) == CF_ARCHIVE)
Cvar_SetQuick(var, var->defstring);
}
}
// don't save cvars that match their default value
for (var = cvars->vars ; var ; var = var->next) {
- if ((var->flags & CVAR_SAVE) && (strcmp(var->string, var->defstring) || ((var->flags & CVAR_ALLOCATED) && !(var->flags & CVAR_DEFAULTSET))))
+ if ((var->flags & CF_ARCHIVE) && (strcmp(var->string, var->defstring) || ((var->flags & CF_ALLOCATED) && !(var->flags & CF_DEFAULTSET))))
{
Cmd_QuoteString(buf1, sizeof(buf1), var->name, "\"\\$", false);
Cmd_QuoteString(buf2, sizeof(buf2), var->string, "\"\\$", false);
- FS_Printf(f, "%s\"%s\" \"%s\"\n", var->flags & CVAR_ALLOCATED ? "seta " : "", buf1, buf2);
+ FS_Printf(f, "%s\"%s\" \"%s\"\n", var->flags & CF_ALLOCATED ? "seta " : "", buf1, buf2);
}
}
}
Con_DPrint("SetA: ");
// all looks ok, create/modify the cvar
- Cvar_Get(cvars, Cmd_Argv(cmd, 1), Cmd_Argv(cmd, 2), cmd->cvars_flagsmask | CVAR_SAVE, Cmd_Argc(cmd) > 3 ? Cmd_Argv(cmd, 3) : NULL);
+ Cvar_Get(cvars, Cmd_Argv(cmd, 1), Cmd_Argv(cmd, 2), cmd->cvars_flagsmask | CF_ARCHIVE, Cmd_Argc(cmd) > 3 ? Cmd_Argv(cmd, 3) : NULL);
}
void Cvar_Del_f(cmd_state_t *cmd)
}
if(Cvar_Readonly(cvar, Cmd_Argv(cmd, 0)))
continue;
- if(!(cvar->flags & CVAR_ALLOCATED))
+ if(!(cvar->flags & CF_ALLOCATED))
{
Con_Printf("%s: %s is static and cannot be deleted\n", Cmd_Argv(cmd, 0), cvar->name);
continue;
#ifndef CVAR_H
#define CVAR_H
-// cvar flags
-
-#define CVAR_SAVE 1
-#define CVAR_NOTIFY 2
-#define CVAR_READONLY 4
-#define CVAR_SERVERINFO 8
-#define CVAR_USERINFO 16
-// CVAR_PRIVATE means do not $ expand or sendcvar this cvar under any circumstances (rcon_password uses this)
-#define CVAR_PRIVATE 32
-// for engine-owned cvars that must not be reset on gametype switch (e.g. scr_screenshot_name, which otherwise isn't set to the mod name properly)
-#define CVAR_NORESETTODEFAULTS 64
-// cvar is accessible in client
-#define CVAR_CLIENT 128
-// cvar is accessible in dedicated server
-#define CVAR_SERVER 256
-// used to determine if flags is valid
-#define CVAR_MAXFLAGSVAL 511
-// for internal use only!
-#define CVAR_DEFAULTSET (1<<30)
-#define CVAR_ALLOCATED (1<<31)
-
typedef struct cvar_s
{
int flags;
gamedir_t *fs_all_gamedirs = NULL;
int fs_all_gamedirs_count = 0;
-cvar_t scr_screenshot_name = {CVAR_CLIENT | CVAR_NORESETTODEFAULTS, "scr_screenshot_name","dp", "prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running; the date is encoded using strftime escapes)"};
-cvar_t fs_empty_files_in_pack_mark_deletions = {CVAR_CLIENT | CVAR_SERVER, "fs_empty_files_in_pack_mark_deletions", "0", "if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files"};
-cvar_t cvar_fs_gamedir = {CVAR_CLIENT | CVAR_SERVER | CVAR_READONLY | CVAR_NORESETTODEFAULTS, "fs_gamedir", "", "the list of currently selected gamedirs (use the 'gamedir' command to change this)"};
+cvar_t scr_screenshot_name = {CF_CLIENT | CF_PERSISTENT, "scr_screenshot_name","dp", "prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running; the date is encoded using strftime escapes)"};
+cvar_t fs_empty_files_in_pack_mark_deletions = {CF_CLIENT | CF_SERVER, "fs_empty_files_in_pack_mark_deletions", "0", "if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files"};
+cvar_t cvar_fs_gamedir = {CF_CLIENT | CF_SERVER | CF_READONLY | CF_PERSISTENT, "fs_gamedir", "", "the list of currently selected gamedirs (use the 'gamedir' command to change this)"};
/*
Cvar_RegisterVariable (&fs_empty_files_in_pack_mark_deletions);
Cvar_RegisterVariable (&cvar_fs_gamedir);
- Cmd_AddCommand(CMD_SHARED, "gamedir", FS_GameDir_f, "changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)");
- Cmd_AddCommand(CMD_SHARED, "fs_rescan", FS_Rescan_f, "rescans filesystem for new pack archives and any other changes");
- Cmd_AddCommand(CMD_SHARED, "path", FS_Path_f, "print searchpath (game directories and archives)");
- Cmd_AddCommand(CMD_SHARED, "dir", FS_Dir_f, "list files in searchpath matching an * filename pattern, one per line");
- Cmd_AddCommand(CMD_SHARED, "ls", FS_Ls_f, "list files in searchpath matching an * filename pattern, multiple per line");
- Cmd_AddCommand(CMD_SHARED, "which", FS_Which_f, "accepts a file name as argument and reports where the file is taken from");
+ Cmd_AddCommand(CF_SHARED, "gamedir", FS_GameDir_f, "changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)");
+ Cmd_AddCommand(CF_SHARED, "fs_rescan", FS_Rescan_f, "rescans filesystem for new pack archives and any other changes");
+ Cmd_AddCommand(CF_SHARED, "path", FS_Path_f, "print searchpath (game directories and archives)");
+ Cmd_AddCommand(CF_SHARED, "dir", FS_Dir_f, "list files in searchpath matching an * filename pattern, one per line");
+ Cmd_AddCommand(CF_SHARED, "ls", FS_Ls_f, "list files in searchpath matching an * filename pattern, multiple per line");
+ Cmd_AddCommand(CF_SHARED, "which", FS_Which_f, "accepts a file name as argument and reports where the file is taken from");
}
static void FS_Init_Dir (void)
================================================================================
*/
-cvar_t r_font_disable_freetype = {CVAR_CLIENT | CVAR_SAVE, "r_font_disable_freetype", "0", "disable freetype support for fonts entirely"};
-cvar_t r_font_use_alpha_textures = {CVAR_CLIENT | CVAR_SAVE, "r_font_use_alpha_textures", "0", "use alpha-textures for font rendering, this should safe memory"};
-cvar_t r_font_size_snapping = {CVAR_CLIENT | CVAR_SAVE, "r_font_size_snapping", "1", "stick to good looking font sizes whenever possible - bad when the mod doesn't support it!"};
-cvar_t r_font_kerning = {CVAR_CLIENT | CVAR_SAVE, "r_font_kerning", "1", "Use kerning if available"};
-cvar_t r_font_diskcache = {CVAR_CLIENT | CVAR_SAVE, "r_font_diskcache", "0", "save font textures to disk for future loading rather than generating them every time"};
-cvar_t r_font_compress = {CVAR_CLIENT | CVAR_SAVE, "r_font_compress", "0", "use texture compression on font textures to save video memory"};
-cvar_t r_font_nonpoweroftwo = {CVAR_CLIENT | CVAR_SAVE, "r_font_nonpoweroftwo", "1", "use nonpoweroftwo textures for font (saves memory, potentially slower)"};
-cvar_t developer_font = {CVAR_CLIENT | CVAR_SAVE, "developer_font", "0", "prints debug messages about fonts"};
+cvar_t r_font_disable_freetype = {CF_CLIENT | CF_ARCHIVE, "r_font_disable_freetype", "0", "disable freetype support for fonts entirely"};
+cvar_t r_font_use_alpha_textures = {CF_CLIENT | CF_ARCHIVE, "r_font_use_alpha_textures", "0", "use alpha-textures for font rendering, this should safe memory"};
+cvar_t r_font_size_snapping = {CF_CLIENT | CF_ARCHIVE, "r_font_size_snapping", "1", "stick to good looking font sizes whenever possible - bad when the mod doesn't support it!"};
+cvar_t r_font_kerning = {CF_CLIENT | CF_ARCHIVE, "r_font_kerning", "1", "Use kerning if available"};
+cvar_t r_font_diskcache = {CF_CLIENT | CF_ARCHIVE, "r_font_diskcache", "0", "save font textures to disk for future loading rather than generating them every time"};
+cvar_t r_font_compress = {CF_CLIENT | CF_ARCHIVE, "r_font_compress", "0", "use texture compression on font textures to save video memory"};
+cvar_t r_font_nonpoweroftwo = {CF_CLIENT | CF_ARCHIVE, "r_font_nonpoweroftwo", "1", "use nonpoweroftwo textures for font (saves memory, potentially slower)"};
+cvar_t developer_font = {CF_CLIENT | CF_ARCHIVE, "developer_font", "0", "prints debug messages about fonts"};
#ifndef DP_FREETYPE_STATIC
#define MAX_RENDERTARGETS 4
-cvar_t gl_debug = {CVAR_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
-cvar_t gl_paranoid = {CVAR_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
-cvar_t gl_printcheckerror = {CVAR_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+cvar_t gl_debug = {CF_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"};
+cvar_t gl_paranoid = {CF_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {CF_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
-cvar_t r_render = {CVAR_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
-cvar_t r_renderview = {CVAR_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
-cvar_t r_waterwarp = {CVAR_CLIENT | CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
-cvar_t gl_polyblend = {CVAR_CLIENT | CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t r_render = {CF_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"};
+cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
-cvar_t v_flipped = {CVAR_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
+cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"};
qbool v_flipped_state = false;
r_viewport_t gl_viewport;
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
- Cmd_AddCommand(CMD_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
+ Cmd_AddCommand(CF_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them");
R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored);
}
dp_fonts_t dp_fonts;
static mempool_t *fonts_mempool = NULL;
-cvar_t r_textshadow = {CVAR_CLIENT | CVAR_SAVE, "r_textshadow", "0", "draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)"};
-cvar_t r_textbrightness = {CVAR_CLIENT | CVAR_SAVE, "r_textbrightness", "0", "additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)"};
-cvar_t r_textcontrast = {CVAR_CLIENT | CVAR_SAVE, "r_textcontrast", "1", "additional contrast for text color codes (1 keeps colors as is, 0 makes them all black)"};
-
-cvar_t r_font_postprocess_blur = {CVAR_CLIENT | CVAR_SAVE, "r_font_postprocess_blur", "0", "font blur amount"};
-cvar_t r_font_postprocess_outline = {CVAR_CLIENT | CVAR_SAVE, "r_font_postprocess_outline", "0", "font outline amount"};
-cvar_t r_font_postprocess_shadow_x = {CVAR_CLIENT | CVAR_SAVE, "r_font_postprocess_shadow_x", "0", "font shadow X shift amount, applied during outlining"};
-cvar_t r_font_postprocess_shadow_y = {CVAR_CLIENT | CVAR_SAVE, "r_font_postprocess_shadow_y", "0", "font shadow Y shift amount, applied during outlining"};
-cvar_t r_font_postprocess_shadow_z = {CVAR_CLIENT | CVAR_SAVE, "r_font_postprocess_shadow_z", "0", "font shadow Z shift amount, applied during blurring"};
-cvar_t r_font_hinting = {CVAR_CLIENT | CVAR_SAVE, "r_font_hinting", "3", "0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting"};
-cvar_t r_font_antialias = {CVAR_CLIENT | CVAR_SAVE, "r_font_antialias", "1", "0 = monochrome, 1 = grey" /* , 2 = rgb, 3 = bgr" */};
-cvar_t r_nearest_2d = {CVAR_CLIENT | CVAR_SAVE, "r_nearest_2d", "0", "use nearest filtering on all 2d textures (including conchars)"};
-cvar_t r_nearest_conchars = {CVAR_CLIENT | CVAR_SAVE, "r_nearest_conchars", "0", "use nearest filtering on conchars texture"};
+cvar_t r_textshadow = {CF_CLIENT | CF_ARCHIVE, "r_textshadow", "0", "draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)"};
+cvar_t r_textbrightness = {CF_CLIENT | CF_ARCHIVE, "r_textbrightness", "0", "additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)"};
+cvar_t r_textcontrast = {CF_CLIENT | CF_ARCHIVE, "r_textcontrast", "1", "additional contrast for text color codes (1 keeps colors as is, 0 makes them all black)"};
+
+cvar_t r_font_postprocess_blur = {CF_CLIENT | CF_ARCHIVE, "r_font_postprocess_blur", "0", "font blur amount"};
+cvar_t r_font_postprocess_outline = {CF_CLIENT | CF_ARCHIVE, "r_font_postprocess_outline", "0", "font outline amount"};
+cvar_t r_font_postprocess_shadow_x = {CF_CLIENT | CF_ARCHIVE, "r_font_postprocess_shadow_x", "0", "font shadow X shift amount, applied during outlining"};
+cvar_t r_font_postprocess_shadow_y = {CF_CLIENT | CF_ARCHIVE, "r_font_postprocess_shadow_y", "0", "font shadow Y shift amount, applied during outlining"};
+cvar_t r_font_postprocess_shadow_z = {CF_CLIENT | CF_ARCHIVE, "r_font_postprocess_shadow_z", "0", "font shadow Z shift amount, applied during blurring"};
+cvar_t r_font_hinting = {CF_CLIENT | CF_ARCHIVE, "r_font_hinting", "3", "0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting"};
+cvar_t r_font_antialias = {CF_CLIENT | CF_ARCHIVE, "r_font_antialias", "1", "0 = monochrome, 1 = grey" /* , 2 = rgb, 3 = bgr" */};
+cvar_t r_nearest_2d = {CF_CLIENT | CF_ARCHIVE, "r_nearest_2d", "0", "use nearest filtering on all 2d textures (including conchars)"};
+cvar_t r_nearest_conchars = {CF_CLIENT | CF_ARCHIVE, "r_nearest_conchars", "0", "use nearest filtering on conchars texture"};
//=============================================================================
/* Support Routines */
if(!FONT_USER(i)->title[0])
dpsnprintf(FONT_USER(i)->title, sizeof(FONT_USER(i)->title), "user%d", j++);
- Cmd_AddCommand(CMD_CLIENT, "loadfont", LoadFont_f, "loadfont function tganame loads a font; example: loadfont console gfx/veramono; loadfont without arguments lists the available functions");
+ Cmd_AddCommand(CF_CLIENT, "loadfont", LoadFont_f, "loadfont function tganame loads a font; example: loadfont console gfx/veramono; loadfont without arguments lists the available functions");
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap, NULL, NULL);
}
//
r_refdef_t r_refdef;
-cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
-cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
-cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
-cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
-cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
-cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
-cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
-cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
-cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
-cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
-cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
-cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
-
-cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
-cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
-cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
-cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
-cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
-cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
-cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
-cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
-cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
-cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
-cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
-cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
-cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
-cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
-cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
-cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
-cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
-cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
-cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
-cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
-cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
-cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
-cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
-cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
-cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
-cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
-cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
-cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
-cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
-cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
-cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
-cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
-cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
-cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
-cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
-cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
-cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
-cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
-cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
-cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
-
-cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
-cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
-cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
-cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
-cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
-
-cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
-cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
-cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
-cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
-cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
-cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
-cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
-cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
-cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
-cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
-cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
-cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
-cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
-cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
-cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
-cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
-cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
-cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
-cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
-cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
-cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
-cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
-cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
-cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
-cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
-
-cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
-cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
-cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
-cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
-cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
-cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
-cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
-cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
-
-cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
-cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
-
-cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
-static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
-static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
-
-cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
-cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
-cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
-cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
-cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
-cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
-cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
-cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
-cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
-cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
-
-cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
-cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
-cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
-cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
-cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
-cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
-cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
-cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
-cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
-cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
-cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
-cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
-
-cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
-cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
-cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
-cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
-cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
-cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
-cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
-cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
-cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
-
-cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
-cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
-cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
-cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
-cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
-
-cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
-cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
-
-cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
-cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
-cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
-cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
-cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
-
-cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
-cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
-cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
-cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
-cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
-cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
-cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
-cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
-cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
-
-cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
-
-cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
-
-cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
-
-cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
-
-cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
-cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
-cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
-cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
-
-cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
-cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
-
-cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
-
-cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
+cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
+cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
+cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
+cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
+cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
+cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
+cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
+cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
+cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
+cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
+cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
+
+cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
+cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
+cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
+cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
+cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
+cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
+cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
+cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
+cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
+cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
+cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
+cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
+cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
+cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
+cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
+cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
+cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
+cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
+cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
+cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
+cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
+cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
+cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
+cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
+cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
+cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
+cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
+cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
+cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
+cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
+cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
+cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
+cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
+cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
+cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
+cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
+
+cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
+cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
+cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
+cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
+cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
+
+cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
+cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
+cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
+cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
+cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
+cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
+cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
+cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
+cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
+cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
+cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
+cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
+cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
+cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
+cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
+cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
+cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
+cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
+cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
+cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
+cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
+
+cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
+cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
+cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
+cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
+cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
+cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
+cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
+
+cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
+cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
+
+cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
+static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
+static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
+
+cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
+cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
+cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
+cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
+cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
+cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
+cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
+cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
+cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
+cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
+
+cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
+cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
+cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
+cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
+cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
+cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
+cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
+
+cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
+cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
+cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
+cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
+cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
+cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
+cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
+cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
+
+cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
+cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
+cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
+cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
+
+cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
+cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+
+cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
+cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
+cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
+cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
+cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
+cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
+
+cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
+cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
+cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
+cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
+cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
+cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
+cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
+cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
+cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
+
+cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
+
+cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
+
+cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
+
+cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
+
+cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
+cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
+cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
+cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
+
+cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
+cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
+
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
+
+cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
{
- {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
- {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
- {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
- {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
+ {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
+ {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
+ {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
+ {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
};
extern cvar_t v_glslgamma_2d;
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
R_InitShaderModeInfo();
- Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
+ Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+ Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
// FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
if (gamemode == GAME_NEHAHRA)
{
#include "csprogs.h"
#include "image.h"
-cvar_t r_ambient = {CVAR_CLIENT, "r_ambient", "0", "brightens map, value is 0-128"};
-cvar_t r_lockpvs = {CVAR_CLIENT, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
-cvar_t r_lockvisibility = {CVAR_CLIENT, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {CVAR_CLIENT, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
-cvar_t r_usesurfaceculling = {CVAR_CLIENT, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
-cvar_t r_vis_trace = {CVAR_CLIENT, "r_vis_trace", "0", "test if each portal or leaf is visible using tracelines"};
-cvar_t r_vis_trace_samples = {CVAR_CLIENT, "r_vis_trace_samples", "1", "use this many randomly positioned tracelines each frame to refresh the visible timer"};
-cvar_t r_vis_trace_delay = {CVAR_CLIENT, "r_vis_trace_delay", "1", "keep a portal visible for this many seconds"};
-cvar_t r_vis_trace_eyejitter = {CVAR_CLIENT, "r_vis_trace_eyejitter", "8", "use a random offset of this much on the start of each traceline"};
-cvar_t r_vis_trace_enlarge = {CVAR_CLIENT, "r_vis_trace_enlarge", "0", "make portal bounds bigger for tests by (1+this)*size"};
-cvar_t r_vis_trace_expand = {CVAR_CLIENT, "r_vis_trace_expand", "0", "make portal bounds bigger for tests by this many units"};
-cvar_t r_vis_trace_pad = {CVAR_CLIENT, "r_vis_trace_pad", "8", "accept traces that hit within this many units of the portal"};
-cvar_t r_vis_trace_surfaces = {CVAR_CLIENT, "r_vis_trace_surfaces", "0", "also use tracelines to cull surfaces"};
-cvar_t r_q3bsp_renderskydepth = {CVAR_CLIENT, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
+cvar_t r_ambient = {CF_CLIENT, "r_ambient", "0", "brightens map, value is 0-128"};
+cvar_t r_lockpvs = {CF_CLIENT, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {CF_CLIENT, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {CF_CLIENT, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_usesurfaceculling = {CF_CLIENT, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
+cvar_t r_vis_trace = {CF_CLIENT, "r_vis_trace", "0", "test if each portal or leaf is visible using tracelines"};
+cvar_t r_vis_trace_samples = {CF_CLIENT, "r_vis_trace_samples", "1", "use this many randomly positioned tracelines each frame to refresh the visible timer"};
+cvar_t r_vis_trace_delay = {CF_CLIENT, "r_vis_trace_delay", "1", "keep a portal visible for this many seconds"};
+cvar_t r_vis_trace_eyejitter = {CF_CLIENT, "r_vis_trace_eyejitter", "8", "use a random offset of this much on the start of each traceline"};
+cvar_t r_vis_trace_enlarge = {CF_CLIENT, "r_vis_trace_enlarge", "0", "make portal bounds bigger for tests by (1+this)*size"};
+cvar_t r_vis_trace_expand = {CF_CLIENT, "r_vis_trace_expand", "0", "make portal bounds bigger for tests by this many units"};
+cvar_t r_vis_trace_pad = {CF_CLIENT, "r_vis_trace_pad", "8", "accept traces that hit within this many units of the portal"};
+cvar_t r_vis_trace_surfaces = {CF_CLIENT, "r_vis_trace_surfaces", "0", "also use tracelines to cull surfaces"};
+cvar_t r_q3bsp_renderskydepth = {CF_CLIENT, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
/*
===============
Cvar_RegisterVariable(&r_vis_trace_surfaces);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
- Cmd_AddCommand(CMD_CLIENT, "r_replacemaptexture", R_ReplaceWorldTexture_f, "override a map texture for testing purposes");
- Cmd_AddCommand(CMD_CLIENT, "r_listmaptextures", R_ListWorldTextures_f, "list all textures used by the current map");
+ Cmd_AddCommand(CF_CLIENT, "r_replacemaptexture", R_ReplaceWorldTexture_f, "override a map texture for testing purposes");
+ Cmd_AddCommand(CF_CLIENT, "r_listmaptextures", R_ListWorldTextures_f, "list all textures used by the current map");
//R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}
#include "image_png.h"
#include "intoverflow.h"
-cvar_t gl_max_size = {CVAR_CLIENT | CVAR_SAVE, "gl_max_size", "2048", "maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)"};
-cvar_t gl_max_lightmapsize = {CVAR_CLIENT | CVAR_SAVE, "gl_max_lightmapsize", "1024", "maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)"};
-cvar_t gl_picmip = {CVAR_CLIENT | CVAR_SAVE, "gl_picmip", "0", "reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%"};
-cvar_t gl_picmip_world = {CVAR_CLIENT | CVAR_SAVE, "gl_picmip_world", "0", "extra picmip level for world textures (may be negative, which will then reduce gl_picmip for these)"};
-cvar_t r_picmipworld = {CVAR_CLIENT | CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too (setting this to 0 is a shorthand for gl_picmip_world -9999999)"};
-cvar_t gl_picmip_sprites = {CVAR_CLIENT | CVAR_SAVE, "gl_picmip_sprites", "0", "extra picmip level for sprite textures (may be negative, which will then reduce gl_picmip for these)"};
-cvar_t r_picmipsprites = {CVAR_CLIENT | CVAR_SAVE, "r_picmipsprites", "1", "make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) (setting this to 0 is a shorthand for gl_picmip_sprites -9999999)"};
-cvar_t gl_picmip_other = {CVAR_CLIENT | CVAR_SAVE, "gl_picmip_other", "0", "extra picmip level for other textures (may be negative, which will then reduce gl_picmip for these)"};
-cvar_t r_lerpimages = {CVAR_CLIENT | CVAR_SAVE, "r_lerpimages", "1", "bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)"};
-cvar_t gl_texture_anisotropy = {CVAR_CLIENT | CVAR_SAVE, "gl_texture_anisotropy", "1", "anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values"};
-cvar_t gl_texturecompression = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression", "0", "whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup"};
-cvar_t gl_texturecompression_color = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_color", "1", "whether to compress colormap (diffuse) textures"};
-cvar_t gl_texturecompression_normal = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_normal", "0", "whether to compress normalmap (normalmap) textures"};
-cvar_t gl_texturecompression_gloss = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_gloss", "1", "whether to compress glossmap (specular) textures"};
-cvar_t gl_texturecompression_glow = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_glow", "1", "whether to compress glowmap (luma) textures"};
-cvar_t gl_texturecompression_2d = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_2d", "0", "whether to compress 2d (hud/menu) textures other than the font"};
-cvar_t gl_texturecompression_q3bsplightmaps = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_q3bsplightmaps", "0", "whether to compress lightmaps in q3bsp format levels"};
-cvar_t gl_texturecompression_q3bspdeluxemaps = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_q3bspdeluxemaps", "0", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
-cvar_t gl_texturecompression_sky = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_sky", "0", "whether to compress sky textures"};
-cvar_t gl_texturecompression_lightcubemaps = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
-cvar_t gl_texturecompression_reflectmask = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_reflectmask", "1", "whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)"};
-cvar_t gl_texturecompression_sprites = {CVAR_CLIENT | CVAR_SAVE, "gl_texturecompression_sprites", "1", "whether to compress sprites"};
-cvar_t gl_nopartialtextureupdates = {CVAR_CLIENT | CVAR_SAVE, "gl_nopartialtextureupdates", "0", "use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver"};
-cvar_t r_texture_dds_load_alphamode = {CVAR_CLIENT, "r_texture_dds_load_alphamode", "1", "0: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only"};
-cvar_t r_texture_dds_load_logfailure = {CVAR_CLIENT, "r_texture_dds_load_logfailure", "0", "log missing DDS textures to ddstexturefailures.log, 0: done log, 1: log with no optional textures (_norm, glow etc.). 2: log all"};
-cvar_t r_texture_dds_swdecode = {CVAR_CLIENT, "r_texture_dds_swdecode", "0", "0: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS"};
+cvar_t gl_max_size = {CF_CLIENT | CF_ARCHIVE, "gl_max_size", "2048", "maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)"};
+cvar_t gl_max_lightmapsize = {CF_CLIENT | CF_ARCHIVE, "gl_max_lightmapsize", "1024", "maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)"};
+cvar_t gl_picmip = {CF_CLIENT | CF_ARCHIVE, "gl_picmip", "0", "reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%"};
+cvar_t gl_picmip_world = {CF_CLIENT | CF_ARCHIVE, "gl_picmip_world", "0", "extra picmip level for world textures (may be negative, which will then reduce gl_picmip for these)"};
+cvar_t r_picmipworld = {CF_CLIENT | CF_ARCHIVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too (setting this to 0 is a shorthand for gl_picmip_world -9999999)"};
+cvar_t gl_picmip_sprites = {CF_CLIENT | CF_ARCHIVE, "gl_picmip_sprites", "0", "extra picmip level for sprite textures (may be negative, which will then reduce gl_picmip for these)"};
+cvar_t r_picmipsprites = {CF_CLIENT | CF_ARCHIVE, "r_picmipsprites", "1", "make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) (setting this to 0 is a shorthand for gl_picmip_sprites -9999999)"};
+cvar_t gl_picmip_other = {CF_CLIENT | CF_ARCHIVE, "gl_picmip_other", "0", "extra picmip level for other textures (may be negative, which will then reduce gl_picmip for these)"};
+cvar_t r_lerpimages = {CF_CLIENT | CF_ARCHIVE, "r_lerpimages", "1", "bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)"};
+cvar_t gl_texture_anisotropy = {CF_CLIENT | CF_ARCHIVE, "gl_texture_anisotropy", "1", "anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values"};
+cvar_t gl_texturecompression = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression", "0", "whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup"};
+cvar_t gl_texturecompression_color = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_color", "1", "whether to compress colormap (diffuse) textures"};
+cvar_t gl_texturecompression_normal = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_normal", "0", "whether to compress normalmap (normalmap) textures"};
+cvar_t gl_texturecompression_gloss = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_gloss", "1", "whether to compress glossmap (specular) textures"};
+cvar_t gl_texturecompression_glow = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_glow", "1", "whether to compress glowmap (luma) textures"};
+cvar_t gl_texturecompression_2d = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_2d", "0", "whether to compress 2d (hud/menu) textures other than the font"};
+cvar_t gl_texturecompression_q3bsplightmaps = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_q3bsplightmaps", "0", "whether to compress lightmaps in q3bsp format levels"};
+cvar_t gl_texturecompression_q3bspdeluxemaps = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_q3bspdeluxemaps", "0", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
+cvar_t gl_texturecompression_sky = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_sky", "0", "whether to compress sky textures"};
+cvar_t gl_texturecompression_lightcubemaps = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
+cvar_t gl_texturecompression_reflectmask = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_reflectmask", "1", "whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)"};
+cvar_t gl_texturecompression_sprites = {CF_CLIENT | CF_ARCHIVE, "gl_texturecompression_sprites", "1", "whether to compress sprites"};
+cvar_t gl_nopartialtextureupdates = {CF_CLIENT | CF_ARCHIVE, "gl_nopartialtextureupdates", "0", "use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver"};
+cvar_t r_texture_dds_load_alphamode = {CF_CLIENT, "r_texture_dds_load_alphamode", "1", "0: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only"};
+cvar_t r_texture_dds_load_logfailure = {CF_CLIENT, "r_texture_dds_load_logfailure", "0", "log missing DDS textures to ddstexturefailures.log, 0: done log, 1: log with no optional textures (_norm, glow etc.). 2: log all"};
+cvar_t r_texture_dds_swdecode = {CF_CLIENT, "r_texture_dds_swdecode", "0", "0: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS"};
qbool gl_filter_force = false;
int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
void R_Textures_Init (void)
{
- Cmd_AddCommand(CMD_CLIENT, "gl_texturemode", &GL_TextureMode_f, "set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc); an additional argument 'force' forces the texture mode even in cases where it may not be appropriate");
- Cmd_AddCommand(CMD_CLIENT, "r_texturestats", R_TextureStats_f, "print information about all loaded textures and some statistics");
+ Cmd_AddCommand(CF_CLIENT, "gl_texturemode", &GL_TextureMode_f, "set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc); an additional argument 'force' forces the texture mode even in cases where it may not be appropriate");
+ Cmd_AddCommand(CF_CLIENT, "r_texturestats", R_TextureStats_f, "print information about all loaded textures and some statistics");
Cvar_RegisterVariable (&gl_max_size);
Cvar_RegisterVariable (&gl_picmip);
Cvar_RegisterVariable (&gl_picmip_world);
host_t host;
// pretend frames take this amount of time (in seconds), 0 = realtime
-cvar_t host_framerate = {CVAR_CLIENT | CVAR_SERVER, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
-cvar_t cl_maxphysicsframesperserverframe = {CVAR_CLIENT, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
+cvar_t host_framerate = {CF_CLIENT | CF_SERVER, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
+cvar_t cl_maxphysicsframesperserverframe = {CF_CLIENT, "cl_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
// shows time used by certain subsystems
-cvar_t host_speeds = {CVAR_CLIENT | CVAR_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
-cvar_t host_maxwait = {CVAR_CLIENT | CVAR_SERVER, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
+cvar_t host_speeds = {CF_CLIENT | CF_SERVER, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
+cvar_t host_maxwait = {CF_CLIENT | CF_SERVER, "host_maxwait","1000", "maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times."};
-cvar_t developer = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
-cvar_t developer_extra = {CVAR_CLIENT | CVAR_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
-cvar_t developer_insane = {CVAR_CLIENT | CVAR_SERVER, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
-cvar_t developer_loadfile = {CVAR_CLIENT | CVAR_SERVER, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
-cvar_t developer_loading = {CVAR_CLIENT | CVAR_SERVER, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
-cvar_t developer_entityparsing = {CVAR_CLIENT, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
+cvar_t developer = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "developer","0", "shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages"};
+cvar_t developer_extra = {CF_CLIENT | CF_SERVER, "developer_extra", "0", "prints additional debugging messages, often very verbose!"};
+cvar_t developer_insane = {CF_CLIENT | CF_SERVER, "developer_insane", "0", "prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!"};
+cvar_t developer_loadfile = {CF_CLIENT | CF_SERVER, "developer_loadfile","0", "prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)"};
+cvar_t developer_loading = {CF_CLIENT | CF_SERVER, "developer_loading","0", "prints information about files as they are loaded or unloaded successfully"};
+cvar_t developer_entityparsing = {CF_CLIENT, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
-cvar_t timestamps = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
-cvar_t timeformat = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
+cvar_t timestamps = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "timestamps", "0", "prints timestamps on console messages"};
+cvar_t timeformat = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
-cvar_t sessionid = {CVAR_CLIENT | CVAR_SERVER | CVAR_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
-cvar_t locksession = {CVAR_CLIENT | CVAR_SERVER, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
+cvar_t sessionid = {CF_CLIENT | CF_SERVER | CF_READONLY, "sessionid", "", "ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)"};
+cvar_t locksession = {CF_CLIENT | CF_SERVER, "locksession", "0", "Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure"};
/*
================
extern cvar_t r_texture_jpeg_fastpicmip;
static void Host_InitLocal (void)
{
- Cmd_AddCommand(CMD_SHARED, "quit", Host_Quit_f, "quit the game");
- Cmd_AddCommand(CMD_SHARED, "version", Host_Version_f, "print engine version");
- Cmd_AddCommand(CMD_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
- Cmd_AddCommand(CMD_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
+ Cmd_AddCommand(CF_SHARED, "quit", Host_Quit_f, "quit the game");
+ Cmd_AddCommand(CF_SHARED, "version", Host_Version_f, "print engine version");
+ Cmd_AddCommand(CF_SHARED, "saveconfig", Host_SaveConfig_f, "save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)");
+ Cmd_AddCommand(CF_SHARED, "loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&cl_maxphysicsframesperserverframe);
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterCallback (&host_framerate, Host_Framerate_c);
#include "jpeg.h"
#include "image_png.h"
-cvar_t sv_writepicture_quality = {CVAR_SERVER | CVAR_SAVE, "sv_writepicture_quality", "10", "WritePicture quality offset (higher means better quality, but slower)"};
-cvar_t r_texture_jpeg_fastpicmip = {CVAR_CLIENT | CVAR_SAVE, "r_texture_jpeg_fastpicmip", "1", "perform gl_picmip during decompression for JPEG files (faster)"};
+cvar_t sv_writepicture_quality = {CF_SERVER | CF_ARCHIVE, "sv_writepicture_quality", "10", "WritePicture quality offset (higher means better quality, but slower)"};
+cvar_t r_texture_jpeg_fastpicmip = {CF_CLIENT | CF_ARCHIVE, "r_texture_jpeg_fastpicmip", "1", "perform gl_picmip during decompression for JPEG files (faster)"};
// jboolean is unsigned char instead of int on Win32
#ifdef WIN32
#include "utf8lib.h"
#include "csprogs.h"
-cvar_t con_closeontoggleconsole = {CVAR_CLIENT | CVAR_SAVE, "con_closeontoggleconsole","1", "allows toggleconsole binds to close the console as well; when set to 2, this even works when not at the start of the line in console input; when set to 3, this works even if the toggleconsole key is the color tag"};
+cvar_t con_closeontoggleconsole = {CF_CLIENT | CF_ARCHIVE, "con_closeontoggleconsole","1", "allows toggleconsole binds to close the console as well; when set to 2, this even works when not at the start of the line in console input; when set to 3, this works even if the toggleconsole key is the color tag"};
/*
key up events are sent even if in console mode
linepos += cvar_len;
// save the content of the variable in cvar_str
- cvar_str = Cvar_VariableString(&cvars_all, cvar, CVAR_CLIENT | CVAR_SERVER);
+ cvar_str = Cvar_VariableString(&cvars_all, cvar, CF_CLIENT | CF_SERVER);
cvar_str_len = (int)strlen(cvar_str);
if (cvar_str_len==0)
return linepos;
// text zoom reset
if ((key == '0' || key == K_KP_INS) && KM_CTRL)
{
- Cvar_SetValueQuick(&con_textsize, atoi(Cvar_VariableDefString(&cvars_all, "con_textsize", CVAR_CLIENT | CVAR_SERVER)));
+ Cvar_SetValueQuick(&con_textsize, atoi(Cvar_VariableDefString(&cvars_all, "con_textsize", CF_CLIENT | CF_SERVER)));
return;
}
}
//
// register our functions
//
- Cmd_AddCommand(CMD_CLIENT, "in_bind", Key_In_Bind_f, "binds a command to the specified key in the selected bindmap");
- Cmd_AddCommand(CMD_CLIENT, "in_unbind", Key_In_Unbind_f, "removes command on the specified key in the selected bindmap");
- Cmd_AddCommand(CMD_CLIENT, "in_bindlist", Key_In_BindList_f, "bindlist: displays bound keys for all bindmaps, or the given bindmap");
- Cmd_AddCommand(CMD_CLIENT, "in_bindmap", Key_In_Bindmap_f, "selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing");
- Cmd_AddCommand(CMD_CLIENT, "in_releaseall", Key_ReleaseAll_f, "releases all currently pressed keys (debug command)");
-
- Cmd_AddCommand(CMD_CLIENT, "bind", Key_Bind_f, "binds a command to the specified key in bindmap 0");
- Cmd_AddCommand(CMD_CLIENT, "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap 0");
- Cmd_AddCommand(CMD_CLIENT, "bindlist", Key_BindList_f, "bindlist: displays bound keys for bindmap 0 bindmaps");
- Cmd_AddCommand(CMD_CLIENT, "unbindall", Key_Unbindall_f, "removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)");
-
- Cmd_AddCommand(CMD_CLIENT, "history", Key_History_f, "prints the history of executed commands (history X prints the last X entries, history -c clears the whole history)");
+ Cmd_AddCommand(CF_CLIENT, "in_bind", Key_In_Bind_f, "binds a command to the specified key in the selected bindmap");
+ Cmd_AddCommand(CF_CLIENT, "in_unbind", Key_In_Unbind_f, "removes command on the specified key in the selected bindmap");
+ Cmd_AddCommand(CF_CLIENT, "in_bindlist", Key_In_BindList_f, "bindlist: displays bound keys for all bindmaps, or the given bindmap");
+ Cmd_AddCommand(CF_CLIENT, "in_bindmap", Key_In_Bindmap_f, "selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing");
+ Cmd_AddCommand(CF_CLIENT, "in_releaseall", Key_ReleaseAll_f, "releases all currently pressed keys (debug command)");
+
+ Cmd_AddCommand(CF_CLIENT, "bind", Key_Bind_f, "binds a command to the specified key in bindmap 0");
+ Cmd_AddCommand(CF_CLIENT, "unbind", Key_Unbind_f, "removes a command on the specified key in bindmap 0");
+ Cmd_AddCommand(CF_CLIENT, "bindlist", Key_BindList_f, "bindlist: displays bound keys for bindmap 0 bindmaps");
+ Cmd_AddCommand(CF_CLIENT, "unbindall", Key_Unbindall_f, "removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)");
+
+ Cmd_AddCommand(CF_CLIENT, "history", Key_History_f, "prints the history of executed commands (history X prints the last X entries, history -c clears the whole history)");
Cvar_RegisterVariable (&con_closeontoggleconsole);
}
#include "jpeg.h"
#include "image_png.h"
-static cvar_t cl_curl_maxdownloads = {CVAR_CLIENT | CVAR_SAVE, "cl_curl_maxdownloads","1", "maximum number of concurrent HTTP/FTP downloads"};
-static cvar_t cl_curl_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_curl_maxspeed","300", "maximum download speed (KiB/s)"};
-static cvar_t sv_curl_defaulturl = {CVAR_SERVER | CVAR_SAVE, "sv_curl_defaulturl","", "default autodownload source URL"};
-static cvar_t sv_curl_serverpackages = {CVAR_SERVER | CVAR_SAVE, "sv_curl_serverpackages","", "list of required files for the clients, separated by spaces"};
-static cvar_t sv_curl_maxspeed = {CVAR_SERVER | CVAR_SAVE, "sv_curl_maxspeed","0", "maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s)"};
-static cvar_t cl_curl_enabled = {CVAR_CLIENT | CVAR_SAVE, "cl_curl_enabled","1", "whether client's download support is enabled"};
-static cvar_t cl_curl_useragent = {CVAR_CLIENT, "cl_curl_useragent","1", "send the User-Agent string (note: turning this off may break stuff)"};
-static cvar_t cl_curl_useragent_append = {CVAR_CLIENT, "cl_curl_useragent_append","", "a string to append to the User-Agent string (useful for name and version number of your mod)"};
+static cvar_t cl_curl_maxdownloads = {CF_CLIENT | CF_ARCHIVE, "cl_curl_maxdownloads","1", "maximum number of concurrent HTTP/FTP downloads"};
+static cvar_t cl_curl_maxspeed = {CF_CLIENT | CF_ARCHIVE, "cl_curl_maxspeed","300", "maximum download speed (KiB/s)"};
+static cvar_t sv_curl_defaulturl = {CF_SERVER | CF_ARCHIVE, "sv_curl_defaulturl","", "default autodownload source URL"};
+static cvar_t sv_curl_serverpackages = {CF_SERVER | CF_ARCHIVE, "sv_curl_serverpackages","", "list of required files for the clients, separated by spaces"};
+static cvar_t sv_curl_maxspeed = {CF_SERVER | CF_ARCHIVE, "sv_curl_maxspeed","0", "maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s)"};
+static cvar_t cl_curl_enabled = {CF_CLIENT | CF_ARCHIVE, "cl_curl_enabled","1", "whether client's download support is enabled"};
+static cvar_t cl_curl_useragent = {CF_CLIENT, "cl_curl_useragent","1", "send the User-Agent string (note: turning this off may break stuff)"};
+static cvar_t cl_curl_useragent_append = {CF_CLIENT, "cl_curl_useragent_append","", "a string to append to the User-Agent string (useful for name and version number of your mod)"};
/*
=================================================================
Cvar_RegisterVariable (&sv_curl_maxspeed);
Cvar_RegisterVariable (&cl_curl_useragent);
Cvar_RegisterVariable (&cl_curl_useragent_append);
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "curl", Curl_Curl_f, "download data from an URL and add to search path");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "curl", Curl_Curl_f, "download data from an URL and add to search path");
//Cmd_AddCommand(&cmd_client, "curlcat", Curl_CurlCat_f, "display data from an URL (debugging command)");
}
#define TYPE_GAME 2
#define TYPE_BOTH 3
-static cvar_t forceqmenu = {CVAR_CLIENT, "forceqmenu", "0", "enables the quake menu instead of the quakec menu.dat (if present)"};
-static cvar_t menu_progs = {CVAR_CLIENT, "menu_progs", "menu.dat", "name of quakec menu.dat file"};
+static cvar_t forceqmenu = {CF_CLIENT, "forceqmenu", "0", "enables the quake menu instead of the quakec menu.dat (if present)"};
+static cvar_t menu_progs = {CF_CLIENT, "menu_progs", "menu.dat", "name of quakec menu.dat file"};
static int NehGameType;
static int options_colorcontrol_cursor;
// intensity value to match up to 50% dither to 'correct' quake
-static cvar_t menu_options_colorcontrol_correctionvalue = {CVAR_CLIENT, "menu_options_colorcontrol_correctionvalue", "0.5", "intensity value that matches up to white/black dither pattern, should be 0.5 for linear color"};
+static cvar_t menu_options_colorcontrol_correctionvalue = {CF_CLIENT, "menu_options_colorcontrol_correctionvalue", "0.5", "intensity value that matches up to white/black dither pattern, should be 0.5 for linear color"};
void M_Menu_Options_ColorControl_f(cmd_state_t *cmd)
{
menuplyr_load = true;
menuplyr_pixels = NULL;
- Cmd_AddCommand(CMD_CLIENT, "menu_main", M_Menu_Main_f, "open the main menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_singleplayer", M_Menu_SinglePlayer_f, "open the singleplayer menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_load", M_Menu_Load_f, "open the loadgame menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_save", M_Menu_Save_f, "open the savegame menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_multiplayer", M_Menu_MultiPlayer_f, "open the multiplayer menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_setup", M_Menu_Setup_f, "open the player setup menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_options", M_Menu_Options_f, "open the options menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_options_effects", M_Menu_Options_Effects_f, "open the effects options menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_options_graphics", M_Menu_Options_Graphics_f, "open the graphics options menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_options_colorcontrol", M_Menu_Options_ColorControl_f, "open the color control menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_keys", M_Menu_Keys_f, "open the key binding menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_video", M_Menu_Video_f, "open the video options menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_reset", M_Menu_Reset_f, "open the reset to defaults menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_mods", M_Menu_ModList_f, "open the mods browser menu");
- Cmd_AddCommand(CMD_CLIENT, "help", M_Menu_Help_f, "open the help menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_quit", M_Menu_Quit_f, "open the quit menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_transfusion_episode", M_Menu_Transfusion_Episode_f, "open the transfusion episode select menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_transfusion_skill", M_Menu_Transfusion_Skill_f, "open the transfusion skill select menu");
- Cmd_AddCommand(CMD_CLIENT, "menu_credits", M_Menu_Credits_f, "open the credits menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_main", M_Menu_Main_f, "open the main menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_singleplayer", M_Menu_SinglePlayer_f, "open the singleplayer menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_load", M_Menu_Load_f, "open the loadgame menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_save", M_Menu_Save_f, "open the savegame menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_multiplayer", M_Menu_MultiPlayer_f, "open the multiplayer menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_setup", M_Menu_Setup_f, "open the player setup menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_options", M_Menu_Options_f, "open the options menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_options_effects", M_Menu_Options_Effects_f, "open the effects options menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_options_graphics", M_Menu_Options_Graphics_f, "open the graphics options menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_options_colorcontrol", M_Menu_Options_ColorControl_f, "open the color control menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_keys", M_Menu_Keys_f, "open the key binding menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_video", M_Menu_Video_f, "open the video options menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_reset", M_Menu_Reset_f, "open the reset to defaults menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_mods", M_Menu_ModList_f, "open the mods browser menu");
+ Cmd_AddCommand(CF_CLIENT, "help", M_Menu_Help_f, "open the help menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_quit", M_Menu_Quit_f, "open the quit menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_transfusion_episode", M_Menu_Transfusion_Episode_f, "open the transfusion episode select menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_transfusion_skill", M_Menu_Transfusion_Skill_f, "open the transfusion skill select menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_credits", M_Menu_Credits_f, "open the credits menu");
}
void M_Draw (void)
Cvar_RegisterVariable (&forceqmenu);
Cvar_RegisterVariable (&menu_options_colorcontrol_correctionvalue);
Cvar_RegisterVariable (&menu_progs);
- Cmd_AddCommand(CMD_CLIENT, "menu_start", MR_Start_f, "initialize the menu system");
- Cmd_AddCommand(CMD_CLIENT, "menu_restart", MR_Restart_f, "restart menu system (reloads menu.dat)");
- Cmd_AddCommand(CMD_CLIENT, "togglemenu", Call_MR_ToggleMenu_f, "opens or closes menu");
+ Cmd_AddCommand(CF_CLIENT, "menu_start", MR_Start_f, "initialize the menu system");
+ Cmd_AddCommand(CF_CLIENT, "menu_restart", MR_Restart_f, "restart menu system (reloads menu.dat)");
+ Cmd_AddCommand(CF_CLIENT, "togglemenu", Call_MR_ToggleMenu_f, "opens or closes menu");
}
void MR_Init(void)
#ifdef SSE_POSSIBLE
static qbool r_skeletal_use_sse_defined = false;
-cvar_t r_skeletal_use_sse = {CVAR_CLIENT, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
+cvar_t r_skeletal_use_sse = {CF_CLIENT, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
#endif
-cvar_t r_skeletal_debugbone = {CVAR_CLIENT, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugbonecomponent = {CVAR_CLIENT, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugbonevalue = {CVAR_CLIENT, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatex = {CVAR_CLIENT, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatey = {CVAR_CLIENT, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatez = {CVAR_CLIENT, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
-cvar_t mod_alias_supporttagscale = {CVAR_CLIENT | CVAR_SERVER, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
-cvar_t mod_alias_force_animated = {CVAR_CLIENT | CVAR_SERVER, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
+cvar_t r_skeletal_debugbone = {CF_CLIENT, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonecomponent = {CF_CLIENT, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonevalue = {CF_CLIENT, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatex = {CF_CLIENT, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatey = {CF_CLIENT, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatez = {CF_CLIENT, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+cvar_t mod_alias_supporttagscale = {CF_CLIENT | CF_SERVER, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
+cvar_t mod_alias_force_animated = {CF_CLIENT | CF_SERVER, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
float mod_md3_sin[320];
#include "wad.h"
-//cvar_t r_subdivide_size = {CVAR_CLIENT | CVAR_SAVE, "r_subdivide_size", "128", "how large water polygons should be (smaller values produce more polygons which give better warping effects)"};
-cvar_t mod_bsp_portalize = {CVAR_CLIENT | CVAR_SERVER, "mod_bsp_portalize", "1", "enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal"};
-cvar_t r_novis = {CVAR_CLIENT, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
-cvar_t r_nosurftextures = {CVAR_CLIENT, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
-cvar_t r_subdivisions_tolerance = {CVAR_CLIENT, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
-cvar_t r_subdivisions_mintess = {CVAR_CLIENT, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
-cvar_t r_subdivisions_maxtess = {CVAR_CLIENT, "r_subdivisions_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
-cvar_t r_subdivisions_maxvertices = {CVAR_CLIENT, "r_subdivisions_maxvertices", "65536", "maximum vertices allowed per subdivided curve"};
-cvar_t r_subdivisions_collision_tolerance = {CVAR_CLIENT, "r_subdivisions_collision_tolerance", "15", "maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)"};
-cvar_t r_subdivisions_collision_mintess = {CVAR_CLIENT, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
-cvar_t r_subdivisions_collision_maxtess = {CVAR_CLIENT, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
-cvar_t r_subdivisions_collision_maxvertices = {CVAR_CLIENT, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
-cvar_t r_trippy = {CVAR_CLIENT, "r_trippy", "0", "easter egg"};
-cvar_t r_fxaa = {CVAR_CLIENT | CVAR_SAVE, "r_fxaa", "0", "fast approximate anti aliasing"};
-cvar_t mod_noshader_default_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
-cvar_t mod_obj_orientation = {CVAR_CLIENT | CVAR_SERVER, "mod_obj_orientation", "1", "fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)"};
-cvar_t mod_q2bsp_littransparentsurfaces = {CVAR_CLIENT, "mod_q2bsp_littransparentsurfaces", "0", "allows lighting on rain in 3v3gloom3 and other cases of transparent surfaces that have lightmaps that were ignored by quake2"};
-cvar_t mod_q3bsp_curves_collisions = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
-cvar_t mod_q3bsp_curves_collisions_stride = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
-cvar_t mod_q3bsp_curves_stride = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
-cvar_t mod_q3bsp_optimizedtraceline = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
-cvar_t mod_q3bsp_debugtracebrush = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
-cvar_t mod_q3bsp_lightmapmergepower = {CVAR_CLIENT | CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
-cvar_t mod_q3bsp_nolightmaps = {CVAR_CLIENT | CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
-cvar_t mod_q3bsp_tracelineofsight_brushes = {CVAR_CLIENT | CVAR_SERVER, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
-cvar_t mod_q3bsp_sRGBlightmaps = {CVAR_CLIENT, "mod_q3bsp_sRGBlightmaps", "0", "treat lightmaps from Q3 maps as sRGB when vid_sRGB is active"};
-cvar_t mod_q3bsp_lightgrid_texture = {CVAR_CLIENT, "mod_q3bsp_lightgrid_texture", "1", "directly apply the lightgrid as a global texture rather than only reading it at the entity origin"};
-cvar_t mod_q3bsp_lightgrid_world_surfaces = {CVAR_CLIENT, "mod_q3bsp_lightgrid_world_surfaces", "0", "apply lightgrid lighting to the world bsp geometry rather than using lightmaps (experimental/debug tool)"};
-cvar_t mod_q3bsp_lightgrid_bsp_surfaces = {CVAR_CLIENT, "mod_q3bsp_lightgrid_bsp_surfaces", "0", "apply lightgrid lighting to bsp models other than the world rather than using their lightmaps (experimental/debug tool)"};
-cvar_t mod_q3shader_default_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"};
-cvar_t mod_q3shader_default_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
-cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_CLIENT | CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
-cvar_t mod_q3shader_default_polygonfactor = {CVAR_CLIENT, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
-cvar_t mod_q3shader_default_polygonoffset = {CVAR_CLIENT, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
-cvar_t mod_q3shader_default_refractive_index = {CVAR_CLIENT, "mod_q3shader_default_refractive_index", "1.33", "angle of refraction specified as n to apply when a photon is refracted, example values are: 1.0003 = air, water = 1.333, crown glass = 1.517, flint glass = 1.655, diamond = 2.417"};
-cvar_t mod_q3shader_force_addalpha = {CVAR_CLIENT, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
-cvar_t mod_q3shader_force_terrain_alphaflag = {CVAR_CLIENT, "mod_q3shader_force_terrain_alphaflag", "0", "for multilayered terrain shaders force TEXF_ALPHA flag on both layers"};
-
-cvar_t mod_q1bsp_polygoncollisions = {CVAR_CLIENT | CVAR_SERVER, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
-cvar_t mod_recalculatenodeboxes = {CVAR_CLIENT | CVAR_SERVER, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
+//cvar_t r_subdivide_size = {CF_CLIENT | CF_ARCHIVE, "r_subdivide_size", "128", "how large water polygons should be (smaller values produce more polygons which give better warping effects)"};
+cvar_t mod_bsp_portalize = {CF_CLIENT | CF_SERVER, "mod_bsp_portalize", "1", "enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal"};
+cvar_t r_novis = {CF_CLIENT, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
+cvar_t r_nosurftextures = {CF_CLIENT, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
+cvar_t r_subdivisions_tolerance = {CF_CLIENT, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
+cvar_t r_subdivisions_mintess = {CF_CLIENT, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
+cvar_t r_subdivisions_maxtess = {CF_CLIENT, "r_subdivisions_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
+cvar_t r_subdivisions_maxvertices = {CF_CLIENT, "r_subdivisions_maxvertices", "65536", "maximum vertices allowed per subdivided curve"};
+cvar_t r_subdivisions_collision_tolerance = {CF_CLIENT, "r_subdivisions_collision_tolerance", "15", "maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)"};
+cvar_t r_subdivisions_collision_mintess = {CF_CLIENT, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
+cvar_t r_subdivisions_collision_maxtess = {CF_CLIENT, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
+cvar_t r_subdivisions_collision_maxvertices = {CF_CLIENT, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
+cvar_t r_trippy = {CF_CLIENT, "r_trippy", "0", "easter egg"};
+cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
+cvar_t mod_noshader_default_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
+cvar_t mod_obj_orientation = {CF_CLIENT | CF_SERVER, "mod_obj_orientation", "1", "fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)"};
+cvar_t mod_q2bsp_littransparentsurfaces = {CF_CLIENT, "mod_q2bsp_littransparentsurfaces", "0", "allows lighting on rain in 3v3gloom3 and other cases of transparent surfaces that have lightmaps that were ignored by quake2"};
+cvar_t mod_q3bsp_curves_collisions = {CF_CLIENT | CF_SERVER, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
+cvar_t mod_q3bsp_curves_collisions_stride = {CF_CLIENT | CF_SERVER, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
+cvar_t mod_q3bsp_curves_stride = {CF_CLIENT | CF_SERVER, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
+cvar_t mod_q3bsp_optimizedtraceline = {CF_CLIENT | CF_SERVER, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
+cvar_t mod_q3bsp_debugtracebrush = {CF_CLIENT | CF_SERVER, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
+cvar_t mod_q3bsp_lightmapmergepower = {CF_CLIENT | CF_ARCHIVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
+cvar_t mod_q3bsp_nolightmaps = {CF_CLIENT | CF_ARCHIVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
+cvar_t mod_q3bsp_tracelineofsight_brushes = {CF_CLIENT | CF_SERVER, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
+cvar_t mod_q3bsp_sRGBlightmaps = {CF_CLIENT, "mod_q3bsp_sRGBlightmaps", "0", "treat lightmaps from Q3 maps as sRGB when vid_sRGB is active"};
+cvar_t mod_q3bsp_lightgrid_texture = {CF_CLIENT, "mod_q3bsp_lightgrid_texture", "1", "directly apply the lightgrid as a global texture rather than only reading it at the entity origin"};
+cvar_t mod_q3bsp_lightgrid_world_surfaces = {CF_CLIENT, "mod_q3bsp_lightgrid_world_surfaces", "0", "apply lightgrid lighting to the world bsp geometry rather than using lightmaps (experimental/debug tool)"};
+cvar_t mod_q3bsp_lightgrid_bsp_surfaces = {CF_CLIENT, "mod_q3bsp_lightgrid_bsp_surfaces", "0", "apply lightgrid lighting to bsp models other than the world rather than using their lightmaps (experimental/debug tool)"};
+cvar_t mod_q3shader_default_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"};
+cvar_t mod_q3shader_default_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
+cvar_t mod_q3shader_default_offsetmapping_bias = {CF_CLIENT | CF_ARCHIVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
+cvar_t mod_q3shader_default_polygonfactor = {CF_CLIENT, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_polygonoffset = {CF_CLIENT, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_refractive_index = {CF_CLIENT, "mod_q3shader_default_refractive_index", "1.33", "angle of refraction specified as n to apply when a photon is refracted, example values are: 1.0003 = air, water = 1.333, crown glass = 1.517, flint glass = 1.655, diamond = 2.417"};
+cvar_t mod_q3shader_force_addalpha = {CF_CLIENT, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
+cvar_t mod_q3shader_force_terrain_alphaflag = {CF_CLIENT, "mod_q3shader_force_terrain_alphaflag", "0", "for multilayered terrain shaders force TEXF_ALPHA flag on both layers"};
+
+cvar_t mod_q1bsp_polygoncollisions = {CF_CLIENT | CF_SERVER, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
+cvar_t mod_recalculatenodeboxes = {CF_CLIENT | CF_SERVER, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
static texture_t mod_q1bsp_texture_solid;
static texture_t mod_q1bsp_texture_sky;
#include "r_shadow.h"
#include "polygon.h"
-cvar_t r_mipskins = {CVAR_CLIENT | CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
-cvar_t r_mipnormalmaps = {CVAR_CLIENT | CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
-cvar_t mod_generatelightmaps_unitspersample = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
-cvar_t mod_generatelightmaps_borderpixels = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
-cvar_t mod_generatelightmaps_texturesize = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
-cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexsamples = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
-cvar_t mod_generatelightmaps_gridsamples = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
-cvar_t mod_generatelightmaps_lightmapradius = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexradius = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
-cvar_t mod_generatelightmaps_gridradius = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
+cvar_t r_mipskins = {CF_CLIENT | CF_ARCHIVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
+cvar_t r_mipnormalmaps = {CF_CLIENT | CF_ARCHIVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
+cvar_t mod_generatelightmaps_unitspersample = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
+cvar_t mod_generatelightmaps_borderpixels = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
+cvar_t mod_generatelightmaps_texturesize = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
+cvar_t mod_generatelightmaps_lightmapsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
+cvar_t mod_generatelightmaps_gridsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
+cvar_t mod_generatelightmaps_gridradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
dp_model_t *loadmodel;
Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
- Cmd_AddCommand(CMD_CLIENT, "modellist", Mod_Print_f, "prints a list of loaded models");
- Cmd_AddCommand(CMD_CLIENT, "modelprecache", Mod_Precache_f, "load a model");
- Cmd_AddCommand(CMD_CLIENT, "modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
- Cmd_AddCommand(CMD_CLIENT, "mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
+ Cmd_AddCommand(CF_CLIENT, "modellist", Mod_Print_f, "prints a list of loaded models");
+ Cmd_AddCommand(CF_CLIENT, "modelprecache", Mod_Precache_f, "load a model");
+ Cmd_AddCommand(CF_CLIENT, "modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
+ Cmd_AddCommand(CF_CLIENT, "mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
}
void Mod_RenderInit(void)
#include "quakedef.h"
#include "image.h"
-cvar_t r_mipsprites = {CVAR_CLIENT | CVAR_SAVE, "r_mipsprites", "1", "mipmaps sprites so they render faster in the distance and do not display noise artifacts"};
-cvar_t r_labelsprites_scale = {CVAR_CLIENT | CVAR_SAVE, "r_labelsprites_scale", "1", "global scale to apply to label sprites before conversion to HUD coordinates"};
-cvar_t r_labelsprites_roundtopixels = {CVAR_CLIENT | CVAR_SAVE, "r_labelsprites_roundtopixels", "1", "try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible"};
-cvar_t r_overheadsprites_perspective = {CVAR_CLIENT | CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_CLIENT | CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
-cvar_t r_overheadsprites_scalex = {CVAR_CLIENT | CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
-cvar_t r_overheadsprites_scaley = {CVAR_CLIENT | CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
-cvar_t r_track_sprites = {CVAR_CLIENT | CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
-cvar_t r_track_sprites_flags = {CVAR_CLIENT | CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
-cvar_t r_track_sprites_scalew = {CVAR_CLIENT | CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
-cvar_t r_track_sprites_scaleh = {CVAR_CLIENT | CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
+cvar_t r_mipsprites = {CF_CLIENT | CF_ARCHIVE, "r_mipsprites", "1", "mipmaps sprites so they render faster in the distance and do not display noise artifacts"};
+cvar_t r_labelsprites_scale = {CF_CLIENT | CF_ARCHIVE, "r_labelsprites_scale", "1", "global scale to apply to label sprites before conversion to HUD coordinates"};
+cvar_t r_labelsprites_roundtopixels = {CF_CLIENT | CF_ARCHIVE, "r_labelsprites_roundtopixels", "1", "try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible"};
+cvar_t r_overheadsprites_perspective = {CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_scalex = {CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
+cvar_t r_overheadsprites_scaley = {CF_CLIENT | CF_ARCHIVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
+cvar_t r_track_sprites = {CF_CLIENT | CF_ARCHIVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CF_CLIENT | CF_ARCHIVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CF_CLIENT | CF_ARCHIVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CF_CLIENT | CF_ARCHIVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
/*
===============
#define DPMASTER_PORT 27950
// note this defaults on for dedicated servers, off for listen servers
-cvar_t sv_public = {CVAR_SERVER, "sv_public", "0", "1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect; -3: already block at getchallenge level"};
-cvar_t sv_public_rejectreason = {CVAR_SERVER, "sv_public_rejectreason", "The server is closing.", "Rejection reason for connects when sv_public is -2"};
-static cvar_t sv_heartbeatperiod = {CVAR_SERVER | CVAR_SAVE, "sv_heartbeatperiod", "120", "how often to send heartbeat in seconds (only used if sv_public is 1)"};
+cvar_t sv_public = {CF_SERVER, "sv_public", "0", "1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect; -3: already block at getchallenge level"};
+cvar_t sv_public_rejectreason = {CF_SERVER, "sv_public_rejectreason", "The server is closing.", "Rejection reason for connects when sv_public is -2"};
+static cvar_t sv_heartbeatperiod = {CF_SERVER | CF_ARCHIVE, "sv_heartbeatperiod", "120", "how often to send heartbeat in seconds (only used if sv_public is 1)"};
extern cvar_t sv_status_privacy;
static cvar_t sv_masters [] =
{
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_master1", "", "user-chosen master server 1"},
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_master2", "", "user-chosen master server 2"},
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_master3", "", "user-chosen master server 3"},
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_master4", "", "user-chosen master server 4"},
- {CVAR_CLIENT | CVAR_SERVER, "sv_masterextra1", "dpmaster.deathmask.net", "dpmaster.deathmask.net - default master server 1 (admin: Willis)"}, // admin: Willis
- {CVAR_CLIENT | CVAR_SERVER, "sv_masterextra2", "dpmaster.tchr.no", "dpmaster.tchr.no - default master server 2 (admin: tChr)"}, // admin: tChr
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_master1", "", "user-chosen master server 1"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_master2", "", "user-chosen master server 2"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_master3", "", "user-chosen master server 3"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_master4", "", "user-chosen master server 4"},
+ {CF_CLIENT | CF_SERVER, "sv_masterextra1", "dpmaster.deathmask.net", "dpmaster.deathmask.net - default master server 1 (admin: Willis)"}, // admin: Willis
+ {CF_CLIENT | CF_SERVER, "sv_masterextra2", "dpmaster.tchr.no", "dpmaster.tchr.no - default master server 2 (admin: tChr)"}, // admin: tChr
{0, NULL, NULL, NULL}
};
#ifdef CONFIG_MENU
static cvar_t sv_qwmasters [] =
{
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_qwmaster1", "", "user-chosen qwmaster server 1"},
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_qwmaster2", "", "user-chosen qwmaster server 2"},
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_qwmaster3", "", "user-chosen qwmaster server 3"},
- {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sv_qwmaster4", "", "user-chosen qwmaster server 4"},
- {CVAR_CLIENT | CVAR_SERVER, "sv_qwmasterextra1", "master.quakeservers.net:27000", "Global master server. (admin: unknown)"},
- {CVAR_CLIENT | CVAR_SERVER, "sv_qwmasterextra2", "asgaard.morphos-team.net:27000", "Global master server. (admin: unknown)"},
- {CVAR_CLIENT | CVAR_SERVER, "sv_qwmasterextra3", "qwmaster.ocrana.de:27000", "German master server. (admin: unknown)"},
- {CVAR_CLIENT | CVAR_SERVER, "sv_qwmasterextra4", "qwmaster.fodquake.net:27000", "Global master server. (admin: unknown)"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_qwmaster1", "", "user-chosen qwmaster server 1"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_qwmaster2", "", "user-chosen qwmaster server 2"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_qwmaster3", "", "user-chosen qwmaster server 3"},
+ {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sv_qwmaster4", "", "user-chosen qwmaster server 4"},
+ {CF_CLIENT | CF_SERVER, "sv_qwmasterextra1", "master.quakeservers.net:27000", "Global master server. (admin: unknown)"},
+ {CF_CLIENT | CF_SERVER, "sv_qwmasterextra2", "asgaard.morphos-team.net:27000", "Global master server. (admin: unknown)"},
+ {CF_CLIENT | CF_SERVER, "sv_qwmasterextra3", "qwmaster.ocrana.de:27000", "German master server. (admin: unknown)"},
+ {CF_CLIENT | CF_SERVER, "sv_qwmasterextra4", "qwmaster.fodquake.net:27000", "Global master server. (admin: unknown)"},
{0, NULL, NULL, NULL}
};
#endif
char cl_readstring[MAX_INPUTLINE];
char sv_readstring[MAX_INPUTLINE];
-cvar_t net_test = {CVAR_CLIENT | CVAR_SERVER, "net_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
-cvar_t net_usesizelimit = {CVAR_SERVER, "net_usesizelimit", "2", "use packet size limiting (0: never, 1: in non-CSQC mode, 2: always)"};
-cvar_t net_burstreserve = {CVAR_SERVER, "net_burstreserve", "0.3", "how much of the burst time to reserve for packet size spikes"};
-cvar_t net_messagetimeout = {CVAR_CLIENT | CVAR_SERVER, "net_messagetimeout","300", "drops players who have not sent any packets for this many seconds"};
-cvar_t net_connecttimeout = {CVAR_CLIENT | CVAR_SERVER, "net_connecttimeout","15", "after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods). Must be above 10 seconds."};
-cvar_t net_connectfloodblockingtimeout = {CVAR_SERVER, "net_connectfloodblockingtimeout", "5", "when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods). Note that this does not include retries from the same IP; these are handled earlier and let in."};
-cvar_t net_challengefloodblockingtimeout = {CVAR_SERVER, "net_challengefloodblockingtimeout", "0.5", "when a challenge packet is received, it will block all future challenge packets from that IP address for this many seconds (cuts down on challenge floods). DarkPlaces clients retry once per second, so this should be <= 1. Failure here may lead to connect attempts failing."};
-cvar_t net_getstatusfloodblockingtimeout = {CVAR_SERVER, "net_getstatusfloodblockingtimeout", "1", "when a getstatus packet is received, it will block all future getstatus packets from that IP address for this many seconds (cuts down on getstatus floods). DarkPlaces retries every 4 seconds, and qstat retries once per second, so this should be <= 1. Failure here may lead to server not showing up in the server list."};
-cvar_t net_sourceaddresscheck = {CVAR_CLIENT, "net_sourceaddresscheck", "1", "compare the source IP address for replies (more secure, may break some bad multihoming setups"};
-cvar_t hostname = {CVAR_SERVER | CVAR_SAVE, "hostname", "UNNAMED", "server message to show in server browser"};
-cvar_t developer_networking = {CVAR_CLIENT | CVAR_SERVER, "developer_networking", "0", "prints all received and sent packets (recommended only for debugging)"};
-
-cvar_t net_fakelag = {CVAR_CLIENT, "net_fakelag","0", "lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings)"};
-static cvar_t net_fakeloss_send = {CVAR_CLIENT, "net_fakeloss_send","0", "drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc)"};
-static cvar_t net_fakeloss_receive = {CVAR_CLIENT, "net_fakeloss_receive","0", "drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc)"};
-static cvar_t net_slist_queriespersecond = {CVAR_CLIENT, "net_slist_queriespersecond", "20", "how many server information requests to send per second"};
-static cvar_t net_slist_queriesperframe = {CVAR_CLIENT, "net_slist_queriesperframe", "4", "maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)"};
-static cvar_t net_slist_timeout = {CVAR_CLIENT, "net_slist_timeout", "4", "how long to listen for a server information response before giving up"};
-static cvar_t net_slist_pause = {CVAR_CLIENT, "net_slist_pause", "0", "when set to 1, the server list won't update until it is set back to 0"};
-static cvar_t net_slist_maxtries = {CVAR_CLIENT, "net_slist_maxtries", "3", "how many times to ask the same server for information (more times gives better ping reports but takes longer)"};
-static cvar_t net_slist_favorites = {CVAR_CLIENT | CVAR_SAVE, "net_slist_favorites", "", "contains a list of IP addresses and ports to always query explicitly"};
-static cvar_t net_tos_dscp = {CVAR_CLIENT | CVAR_SAVE, "net_tos_dscp", "32", "DiffServ Codepoint for network sockets (may need game restart to apply)"};
-static cvar_t gameversion = {CVAR_SERVER, "gameversion", "0", "version of game data (mod-specific) to be sent to querying clients"};
-static cvar_t gameversion_min = {CVAR_CLIENT | CVAR_SERVER, "gameversion_min", "-1", "minimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone"};
-static cvar_t gameversion_max = {CVAR_CLIENT | CVAR_SERVER, "gameversion_max", "-1", "maximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone"};
-static cvar_t rcon_restricted_password = {CVAR_SERVER | CVAR_PRIVATE, "rcon_restricted_password", "", "password to authenticate rcon commands in restricted mode; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations"};
-static cvar_t rcon_restricted_commands = {CVAR_SERVER, "rcon_restricted_commands", "", "allowed commands for rcon when the restricted mode password was used"};
-static cvar_t rcon_secure_maxdiff = {CVAR_SERVER, "rcon_secure_maxdiff", "5", "maximum time difference between rcon request and server system clock (to protect against replay attack)"};
+cvar_t net_test = {CF_CLIENT | CF_SERVER, "net_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
+cvar_t net_usesizelimit = {CF_SERVER, "net_usesizelimit", "2", "use packet size limiting (0: never, 1: in non-CSQC mode, 2: always)"};
+cvar_t net_burstreserve = {CF_SERVER, "net_burstreserve", "0.3", "how much of the burst time to reserve for packet size spikes"};
+cvar_t net_messagetimeout = {CF_CLIENT | CF_SERVER, "net_messagetimeout","300", "drops players who have not sent any packets for this many seconds"};
+cvar_t net_connecttimeout = {CF_CLIENT | CF_SERVER, "net_connecttimeout","15", "after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods). Must be above 10 seconds."};
+cvar_t net_connectfloodblockingtimeout = {CF_SERVER, "net_connectfloodblockingtimeout", "5", "when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods). Note that this does not include retries from the same IP; these are handled earlier and let in."};
+cvar_t net_challengefloodblockingtimeout = {CF_SERVER, "net_challengefloodblockingtimeout", "0.5", "when a challenge packet is received, it will block all future challenge packets from that IP address for this many seconds (cuts down on challenge floods). DarkPlaces clients retry once per second, so this should be <= 1. Failure here may lead to connect attempts failing."};
+cvar_t net_getstatusfloodblockingtimeout = {CF_SERVER, "net_getstatusfloodblockingtimeout", "1", "when a getstatus packet is received, it will block all future getstatus packets from that IP address for this many seconds (cuts down on getstatus floods). DarkPlaces retries every 4 seconds, and qstat retries once per second, so this should be <= 1. Failure here may lead to server not showing up in the server list."};
+cvar_t net_sourceaddresscheck = {CF_CLIENT, "net_sourceaddresscheck", "1", "compare the source IP address for replies (more secure, may break some bad multihoming setups"};
+cvar_t hostname = {CF_SERVER | CF_ARCHIVE, "hostname", "UNNAMED", "server message to show in server browser"};
+cvar_t developer_networking = {CF_CLIENT | CF_SERVER, "developer_networking", "0", "prints all received and sent packets (recommended only for debugging)"};
+
+cvar_t net_fakelag = {CF_CLIENT, "net_fakelag","0", "lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings)"};
+static cvar_t net_fakeloss_send = {CF_CLIENT, "net_fakeloss_send","0", "drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc)"};
+static cvar_t net_fakeloss_receive = {CF_CLIENT, "net_fakeloss_receive","0", "drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc)"};
+static cvar_t net_slist_queriespersecond = {CF_CLIENT, "net_slist_queriespersecond", "20", "how many server information requests to send per second"};
+static cvar_t net_slist_queriesperframe = {CF_CLIENT, "net_slist_queriesperframe", "4", "maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)"};
+static cvar_t net_slist_timeout = {CF_CLIENT, "net_slist_timeout", "4", "how long to listen for a server information response before giving up"};
+static cvar_t net_slist_pause = {CF_CLIENT, "net_slist_pause", "0", "when set to 1, the server list won't update until it is set back to 0"};
+static cvar_t net_slist_maxtries = {CF_CLIENT, "net_slist_maxtries", "3", "how many times to ask the same server for information (more times gives better ping reports but takes longer)"};
+static cvar_t net_slist_favorites = {CF_CLIENT | CF_ARCHIVE, "net_slist_favorites", "", "contains a list of IP addresses and ports to always query explicitly"};
+static cvar_t net_tos_dscp = {CF_CLIENT | CF_ARCHIVE, "net_tos_dscp", "32", "DiffServ Codepoint for network sockets (may need game restart to apply)"};
+static cvar_t gameversion = {CF_SERVER, "gameversion", "0", "version of game data (mod-specific) to be sent to querying clients"};
+static cvar_t gameversion_min = {CF_CLIENT | CF_SERVER, "gameversion_min", "-1", "minimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone"};
+static cvar_t gameversion_max = {CF_CLIENT | CF_SERVER, "gameversion_max", "-1", "maximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone"};
+static cvar_t rcon_restricted_password = {CF_SERVER | CF_PRIVATE, "rcon_restricted_password", "", "password to authenticate rcon commands in restricted mode; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations"};
+static cvar_t rcon_restricted_commands = {CF_SERVER, "rcon_restricted_commands", "", "allowed commands for rcon when the restricted mode password was used"};
+static cvar_t rcon_secure_maxdiff = {CF_SERVER, "rcon_secure_maxdiff", "5", "maximum time difference between rcon request and server system clock (to protect against replay attack)"};
extern cvar_t rcon_secure;
extern cvar_t rcon_secure_challengetimeout;
mempool_t *netconn_mempool = NULL;
void *netconn_mutex = NULL;
-cvar_t cl_netport = {CVAR_CLIENT, "cl_port", "0", "forces client to use chosen port number if not 0"};
-cvar_t sv_netport = {CVAR_SERVER, "port", "26000", "server port for players to connect to"};
-cvar_t net_address = {CVAR_CLIENT | CVAR_SERVER, "net_address", "", "network address to open ipv4 ports on (if empty, use default interfaces)"};
-cvar_t net_address_ipv6 = {CVAR_CLIENT | CVAR_SERVER, "net_address_ipv6", "", "network address to open ipv6 ports on (if empty, use default interfaces)"};
+cvar_t cl_netport = {CF_CLIENT, "cl_port", "0", "forces client to use chosen port number if not 0"};
+cvar_t sv_netport = {CF_SERVER, "port", "26000", "server port for players to connect to"};
+cvar_t net_address = {CF_CLIENT | CF_SERVER, "net_address", "", "network address to open ipv4 ports on (if empty, use default interfaces)"};
+cvar_t net_address_ipv6 = {CF_CLIENT | CF_SERVER, "net_address_ipv6", "", "network address to open ipv6 ports on (if empty, use default interfaces)"};
char cl_net_extresponse[NET_EXTRESPONSE_MAX][1400];
int cl_net_extresponse_count = 0;
// find the search start location
prevCvarName = MSG_ReadString(&sv_message, sv_readstring, sizeof(sv_readstring));
- var = Cvar_FindVarAfter(&cvars_all, prevCvarName, CVAR_NOTIFY);
+ var = Cvar_FindVarAfter(&cvars_all, prevCvarName, CF_NOTIFY);
// send the response
SZ_Clear(&sv_message);
int i;
lhnetaddress_t tempaddress;
netconn_mempool = Mem_AllocPool("network connections", 0, NULL);
- Cmd_AddCommand(CMD_SHARED, "net_stats", Net_Stats_f, "print network statistics");
+ Cmd_AddCommand(CF_SHARED, "net_stats", Net_Stats_f, "print network statistics");
#ifdef CONFIG_MENU
- Cmd_AddCommand(CMD_CLIENT, "net_slist", Net_Slist_f, "query dp master servers and print all server information");
- Cmd_AddCommand(CMD_CLIENT, "net_slistqw", Net_SlistQW_f, "query qw master servers and print all server information");
- Cmd_AddCommand(CMD_CLIENT, "net_refresh", Net_Refresh_f, "query dp master servers and refresh all server information");
+ Cmd_AddCommand(CF_CLIENT, "net_slist", Net_Slist_f, "query dp master servers and print all server information");
+ Cmd_AddCommand(CF_CLIENT, "net_slistqw", Net_SlistQW_f, "query qw master servers and print all server information");
+ Cmd_AddCommand(CF_CLIENT, "net_refresh", Net_Refresh_f, "query dp master servers and refresh all server information");
#endif
- Cmd_AddCommand(CMD_SERVER, "heartbeat", Net_Heartbeat_f, "send a heartbeat to the master server (updates your server information)");
+ Cmd_AddCommand(CF_SERVER, "heartbeat", Net_Heartbeat_f, "send a heartbeat to the master server (updates your server information)");
Cvar_RegisterVariable(&net_test);
Cvar_RegisterVariable(&net_usesizelimit);
Cvar_RegisterVariable(&net_burstreserve);
#include "quakedef.h"
#include "image.h"
-cvar_t r_colormap_palette = {CVAR_CLIENT, "r_colormap_palette", "gfx/colormap_palette.lmp", "name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors"};
+cvar_t r_colormap_palette = {CF_CLIENT, "r_colormap_palette", "gfx/colormap_palette.lmp", "name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors"};
unsigned char palette_rgb[256][3];
unsigned char palette_rgb_pantscolormap[16][3];
{
cvar_t *cvar;
cvar = Cvar_FindVar(prog->console_cmd->cvars, string, prog->console_cmd->cvars_flagsmask);
- return ((cvar) && ((cvar->flags & CVAR_PRIVATE) == 0));
+ return ((cvar) && ((cvar->flags & CF_PRIVATE) == 0));
}
/*
}
ret = 1; // CVAR_EXISTS
- if(cvar->flags & CVAR_SAVE)
+ if(cvar->flags & CF_ARCHIVE)
ret |= 2; // CVAR_TYPE_SAVED
- if(cvar->flags & CVAR_PRIVATE)
+ if(cvar->flags & CF_PRIVATE)
ret |= 4; // CVAR_TYPE_PRIVATE
- if(!(cvar->flags & CVAR_ALLOCATED))
+ if(!(cvar->flags & CF_ALLOCATED))
ret |= 8; // CVAR_TYPE_ENGINE
if(cvar->description != cvar_dummy_description)
ret |= 16; // CVAR_TYPE_HASDESCRIPTION
- if(cvar->flags & CVAR_READONLY)
+ if(cvar->flags & CF_READONLY)
ret |= 32; // CVAR_TYPE_READONLY
PRVM_G_FLOAT(OFS_RETURN) = ret;
flags = prog->argc >= 3 ? (int)PRVM_G_FLOAT(OFS_PARM2) : 0;
PRVM_G_FLOAT(OFS_RETURN) = 0;
- if(flags > CVAR_MAXFLAGSVAL)
+ if(flags > CF_MAXFLAGSVAL)
return;
// first check to see if it has already been defined
prvm_eval_t prvm_badvalue; // used only for error returns
-cvar_t prvm_language = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "prvm_language", "", "when set, loads PROGSFILE.LANGUAGENAME.po and common.LANGUAGENAME.po for string translations; when set to dump, PROGSFILE.pot is written from the strings in the progs"};
+cvar_t prvm_language = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "prvm_language", "", "when set, loads PROGSFILE.LANGUAGENAME.po and common.LANGUAGENAME.po for string translations; when set to dump, PROGSFILE.pot is written from the strings in the progs"};
// LadyHavoc: prints every opcode as it executes - warning: this is significant spew
-cvar_t prvm_traceqc = {CVAR_CLIENT | CVAR_SERVER, "prvm_traceqc", "0", "prints every QuakeC statement as it is executed (only for really thorough debugging!)"};
+cvar_t prvm_traceqc = {CF_CLIENT | CF_SERVER, "prvm_traceqc", "0", "prints every QuakeC statement as it is executed (only for really thorough debugging!)"};
// LadyHavoc: counts usage of each QuakeC statement
-cvar_t prvm_statementprofiling = {CVAR_CLIENT | CVAR_SERVER, "prvm_statementprofiling", "0", "counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)"};
-cvar_t prvm_timeprofiling = {CVAR_CLIENT | CVAR_SERVER, "prvm_timeprofiling", "0", "counts how long each function has been executed, these counts are displayed in prvm_profile output (if enabled)"};
-cvar_t prvm_coverage = {CVAR_CLIENT | CVAR_SERVER, "prvm_coverage", "0", "report and count coverage events (1: per-function, 2: coverage() builtin, 4: per-statement)"};
-cvar_t prvm_backtraceforwarnings = {CVAR_CLIENT | CVAR_SERVER, "prvm_backtraceforwarnings", "0", "print a backtrace for warnings too"};
-cvar_t prvm_leaktest = {CVAR_CLIENT | CVAR_SERVER, "prvm_leaktest", "0", "try to detect memory leaks in strings or entities"};
-cvar_t prvm_leaktest_follow_targetname = {CVAR_CLIENT | CVAR_SERVER, "prvm_leaktest_follow_targetname", "0", "if set, target/targetname links are considered when leak testing; this should normally not be required, as entities created during startup - e.g. info_notnull - are never considered leaky"};
-cvar_t prvm_leaktest_ignore_classnames = {CVAR_CLIENT | CVAR_SERVER, "prvm_leaktest_ignore_classnames", "", "classnames of entities to NOT leak check because they are found by find(world, classname, ...) but are actually spawned by QC code (NOT map entities)"};
-cvar_t prvm_errordump = {CVAR_CLIENT | CVAR_SERVER, "prvm_errordump", "0", "write a savegame on crash to crash-server.dmp"};
-cvar_t prvm_breakpointdump = {CVAR_CLIENT | CVAR_SERVER, "prvm_breakpointdump", "0", "write a savegame on breakpoint to breakpoint-server.dmp"};
-cvar_t prvm_reuseedicts_startuptime = {CVAR_CLIENT | CVAR_SERVER, "prvm_reuseedicts_startuptime", "2", "allows immediate re-use of freed entity slots during start of new level (value in seconds)"};
-cvar_t prvm_reuseedicts_neverinsameframe = {CVAR_CLIENT | CVAR_SERVER, "prvm_reuseedicts_neverinsameframe", "1", "never allows re-use of freed entity slots during same frame"};
-cvar_t prvm_garbagecollection_enable = {CVAR_CLIENT | CVAR_SERVER, "prvm_garbagecollection_enable", "1", "automatically scan for and free resources that are not referenced by the code being executed in the VM"};
-cvar_t prvm_garbagecollection_notify = {CVAR_CLIENT | CVAR_SERVER, "prvm_garbagecollection_notify", "0", "print out a notification for each resource freed by garbage collection"};
-cvar_t prvm_garbagecollection_scan_limit = {CVAR_CLIENT | CVAR_SERVER, "prvm_garbagecollection_scan_limit", "10000", "scan this many fields or resources per frame to free up unreferenced resources"};
-cvar_t prvm_garbagecollection_strings = {CVAR_CLIENT | CVAR_SERVER, "prvm_garbagecollection_strings", "1", "automatically call strunzone() on strings that are not referenced"};
-cvar_t prvm_stringdebug = {CVAR_CLIENT | CVAR_SERVER, "prvm_stringdebug", "0", "Print debug and warning messages related to strings"};
+cvar_t prvm_statementprofiling = {CF_CLIENT | CF_SERVER, "prvm_statementprofiling", "0", "counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)"};
+cvar_t prvm_timeprofiling = {CF_CLIENT | CF_SERVER, "prvm_timeprofiling", "0", "counts how long each function has been executed, these counts are displayed in prvm_profile output (if enabled)"};
+cvar_t prvm_coverage = {CF_CLIENT | CF_SERVER, "prvm_coverage", "0", "report and count coverage events (1: per-function, 2: coverage() builtin, 4: per-statement)"};
+cvar_t prvm_backtraceforwarnings = {CF_CLIENT | CF_SERVER, "prvm_backtraceforwarnings", "0", "print a backtrace for warnings too"};
+cvar_t prvm_leaktest = {CF_CLIENT | CF_SERVER, "prvm_leaktest", "0", "try to detect memory leaks in strings or entities"};
+cvar_t prvm_leaktest_follow_targetname = {CF_CLIENT | CF_SERVER, "prvm_leaktest_follow_targetname", "0", "if set, target/targetname links are considered when leak testing; this should normally not be required, as entities created during startup - e.g. info_notnull - are never considered leaky"};
+cvar_t prvm_leaktest_ignore_classnames = {CF_CLIENT | CF_SERVER, "prvm_leaktest_ignore_classnames", "", "classnames of entities to NOT leak check because they are found by find(world, classname, ...) but are actually spawned by QC code (NOT map entities)"};
+cvar_t prvm_errordump = {CF_CLIENT | CF_SERVER, "prvm_errordump", "0", "write a savegame on crash to crash-server.dmp"};
+cvar_t prvm_breakpointdump = {CF_CLIENT | CF_SERVER, "prvm_breakpointdump", "0", "write a savegame on breakpoint to breakpoint-server.dmp"};
+cvar_t prvm_reuseedicts_startuptime = {CF_CLIENT | CF_SERVER, "prvm_reuseedicts_startuptime", "2", "allows immediate re-use of freed entity slots during start of new level (value in seconds)"};
+cvar_t prvm_reuseedicts_neverinsameframe = {CF_CLIENT | CF_SERVER, "prvm_reuseedicts_neverinsameframe", "1", "never allows re-use of freed entity slots during same frame"};
+cvar_t prvm_garbagecollection_enable = {CF_CLIENT | CF_SERVER, "prvm_garbagecollection_enable", "1", "automatically scan for and free resources that are not referenced by the code being executed in the VM"};
+cvar_t prvm_garbagecollection_notify = {CF_CLIENT | CF_SERVER, "prvm_garbagecollection_notify", "0", "print out a notification for each resource freed by garbage collection"};
+cvar_t prvm_garbagecollection_scan_limit = {CF_CLIENT | CF_SERVER, "prvm_garbagecollection_scan_limit", "10000", "scan this many fields or resources per frame to free up unreferenced resources"};
+cvar_t prvm_garbagecollection_strings = {CF_CLIENT | CF_SERVER, "prvm_garbagecollection_strings", "1", "automatically call strunzone() on strings that are not referenced"};
+cvar_t prvm_stringdebug = {CF_CLIENT | CF_SERVER, "prvm_stringdebug", "0", "Print debug and warning messages related to strings"};
static double prvm_reuseedicts_always_allow = 0;
qbool prvm_runawaycheck = true;
prog->error_cmd("PRVM_LoadProgs: could not create cvar for autocvar global %s in %s", name, prog->name);
cvar->globaldefindex[prog - prvm_prog_list] = i;
}
- else if((cvar->flags & CVAR_PRIVATE) == 0)
+ else if((cvar->flags & CF_PRIVATE) == 0)
{
// MUST BE SYNCED WITH cvar.c Cvar_Set
int j;
*/
void PRVM_Init (void)
{
- Cmd_AddCommand(CMD_SHARED, "prvm_edict", PRVM_ED_PrintEdict_f, "print all data about an entity number in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_edicts", PRVM_ED_PrintEdicts_f, "prints all data about all entities in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_edictcount", PRVM_ED_Count_f, "prints number of active entities in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_profile", PRVM_Profile_f, "prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_childprofile", PRVM_ChildProfile_f, "prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu), sorted by time taken in function with child calls");
- Cmd_AddCommand(CMD_SHARED, "prvm_callprofile", PRVM_CallProfile_f, "prints execution statistics about the most time consuming QuakeC calls from the engine in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_fields", PRVM_Fields_f, "prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_globals", PRVM_Globals_f, "prints all global variables in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_global", PRVM_Global_f, "prints value of a specified global variable in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_globalset", PRVM_GlobalSet_f, "sets value of a specified global variable in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_edictset", PRVM_ED_EdictSet_f, "changes value of a specified property of a specified entity in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "prvm_edictget", PRVM_ED_EdictGet_f, "retrieves the value of a specified property of a specified entity in the selected VM (server, client menu) into a cvar or to the console");
- Cmd_AddCommand(CMD_SHARED, "prvm_globalget", PRVM_ED_GlobalGet_f, "retrieves the value of a specified global variable in the selected VM (server, client menu) into a cvar or to the console");
- Cmd_AddCommand(CMD_SHARED, "prvm_printfunction", PRVM_PrintFunction_f, "prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)");
- Cmd_AddCommand(CMD_SHARED, "cl_cmd", PRVM_GameCommand_Client_f, "calls the client QC function GameCommand with the supplied string as argument");
- Cmd_AddCommand(CMD_SHARED, "menu_cmd", PRVM_GameCommand_Menu_f, "calls the menu QC function GameCommand with the supplied string as argument");
- Cmd_AddCommand(CMD_SHARED, "sv_cmd", PRVM_GameCommand_Server_f, "calls the server QC function GameCommand with the supplied string as argument");
- Cmd_AddCommand(CMD_SHARED, "prvm_breakpoint", PRVM_Breakpoint_f, "marks a statement or function as breakpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear breakpoint");
- Cmd_AddCommand(CMD_SHARED, "prvm_globalwatchpoint", PRVM_GlobalWatchpoint_f, "marks a global as watchpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear watchpoint");
- Cmd_AddCommand(CMD_SHARED, "prvm_edictwatchpoint", PRVM_EdictWatchpoint_f, "marks an entity field as watchpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear watchpoint");
+ Cmd_AddCommand(CF_SHARED, "prvm_edict", PRVM_ED_PrintEdict_f, "print all data about an entity number in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_edicts", PRVM_ED_PrintEdicts_f, "prints all data about all entities in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_edictcount", PRVM_ED_Count_f, "prints number of active entities in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_profile", PRVM_Profile_f, "prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_childprofile", PRVM_ChildProfile_f, "prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu), sorted by time taken in function with child calls");
+ Cmd_AddCommand(CF_SHARED, "prvm_callprofile", PRVM_CallProfile_f, "prints execution statistics about the most time consuming QuakeC calls from the engine in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_fields", PRVM_Fields_f, "prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_globals", PRVM_Globals_f, "prints all global variables in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_global", PRVM_Global_f, "prints value of a specified global variable in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_globalset", PRVM_GlobalSet_f, "sets value of a specified global variable in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_edictset", PRVM_ED_EdictSet_f, "changes value of a specified property of a specified entity in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "prvm_edictget", PRVM_ED_EdictGet_f, "retrieves the value of a specified property of a specified entity in the selected VM (server, client menu) into a cvar or to the console");
+ Cmd_AddCommand(CF_SHARED, "prvm_globalget", PRVM_ED_GlobalGet_f, "retrieves the value of a specified global variable in the selected VM (server, client menu) into a cvar or to the console");
+ Cmd_AddCommand(CF_SHARED, "prvm_printfunction", PRVM_PrintFunction_f, "prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)");
+ Cmd_AddCommand(CF_SHARED, "cl_cmd", PRVM_GameCommand_Client_f, "calls the client QC function GameCommand with the supplied string as argument");
+ Cmd_AddCommand(CF_SHARED, "menu_cmd", PRVM_GameCommand_Menu_f, "calls the menu QC function GameCommand with the supplied string as argument");
+ Cmd_AddCommand(CF_SHARED, "sv_cmd", PRVM_GameCommand_Server_f, "calls the server QC function GameCommand with the supplied string as argument");
+ Cmd_AddCommand(CF_SHARED, "prvm_breakpoint", PRVM_Breakpoint_f, "marks a statement or function as breakpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear breakpoint");
+ Cmd_AddCommand(CF_SHARED, "prvm_globalwatchpoint", PRVM_GlobalWatchpoint_f, "marks a global as watchpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear watchpoint");
+ Cmd_AddCommand(CF_SHARED, "prvm_edictwatchpoint", PRVM_EdictWatchpoint_f, "marks an entity field as watchpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear watchpoint");
Cvar_RegisterVariable (&prvm_language);
Cvar_RegisterVariable (&prvm_traceqc);
static rtexturepool_t *explosiontexturepool;
#endif
-cvar_t r_explosionclip = {CVAR_CLIENT | CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
+cvar_t r_explosionclip = {CF_CLIENT | CF_ARCHIVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
#ifdef MAX_EXPLOSIONS
-static cvar_t r_drawexplosions = {CVAR_CLIENT, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
+static cvar_t r_drawexplosions = {CF_CLIENT, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
//extern qbool r_loadfog;
static void r_explosion_start(void)
#include "quakedef.h"
#include "image.h"
-cvar_t r_lightningbeam_thickness = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_thickness", "8", "thickness of the lightning beam effect"};
-cvar_t r_lightningbeam_scroll = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
-cvar_t r_lightningbeam_color_red = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
-cvar_t r_lightningbeam_color_green = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
-cvar_t r_lightningbeam_color_blue = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_CLIENT | CVAR_SAVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
+cvar_t r_lightningbeam_thickness = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_thickness", "8", "thickness of the lightning beam effect"};
+cvar_t r_lightningbeam_scroll = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_scroll", "5", "speed of texture scrolling on the lightning beam effect"};
+cvar_t r_lightningbeam_repeatdistance = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_repeatdistance", "128", "how far to stretch the texture along the lightning beam effect"};
+cvar_t r_lightningbeam_color_red = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_red", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_green = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_green", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_color_blue = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_color_blue", "1", "color of the lightning beam effect"};
+cvar_t r_lightningbeam_qmbtexture = {CF_CLIENT | CF_ARCHIVE, "r_lightningbeam_qmbtexture", "0", "load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better"};
static texture_t cl_beams_externaltexture;
static texture_t cl_beams_builtintexture;
void R_Modules_Init(void)
{
- Cmd_AddCommand(CMD_CLIENT, "r_restart", R_Modules_Restart_f, "restarts renderer");
+ Cmd_AddCommand(CF_CLIENT, "r_restart", R_Modules_Restart_f, "restarts renderer");
}
void R_RegisterModule(const char *name, void(*start)(void), void(*shutdown)(void), void(*newmap)(void), void(*devicelost)(void), void(*devicerestored)(void))
// used only for light filters (cubemaps)
rtexturepool_t *r_shadow_filters_texturepool;
-cvar_t r_shadow_bumpscale_basetexture = {CVAR_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_bumpscale_bumpmap = {CVAR_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
-cvar_t r_shadow_debuglight = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
-cvar_t r_shadow_deferred = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
-cvar_t r_shadow_usebihculling = {CVAR_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
-cvar_t r_shadow_usenormalmap = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
-cvar_t r_shadow_gloss = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
-cvar_t r_shadow_gloss2intensity = {CVAR_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
-cvar_t r_shadow_glossintensity = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
-cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
-cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
-cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
-cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
-cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
-cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
-cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
-cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"};
-cvar_t r_shadow_frontsidecasting = {CVAR_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
-cvar_t r_shadow_realtime_dlight = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
-cvar_t r_shadow_realtime_dlight_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
-cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
-cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
-cvar_t r_shadow_realtime_world = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
-cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CVAR_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
-cvar_t r_shadow_realtime_world_lightmaps = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
-cvar_t r_shadow_realtime_world_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
-cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compileshadow = {CVAR_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
-cvar_t r_shadow_realtime_world_compilesvbsp = {CVAR_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
-cvar_t r_shadow_realtime_world_compileportalculling = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
-cvar_t r_shadow_scissor = {CVAR_CLIENT, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
-cvar_t r_shadow_shadowmapping = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
-cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
-cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
-cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
-cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
-cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
-cvar_t r_shadow_shadowmapping_maxsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
-cvar_t r_shadow_shadowmapping_texturesize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
-cvar_t r_shadow_shadowmapping_precision = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
-//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
-//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
-cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
-cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
-cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
-cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
-cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
-cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
-cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
-cvar_t r_shadow_culllights_trace = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
-cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
-cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
-cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
-cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
-cvar_t r_shadow_culllights_trace_samples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
-cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
-cvar_t r_shadow_culllights_trace_delay = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
-cvar_t r_shadow_bouncegrid = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
-cvar_t r_shadow_bouncegrid_blur = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
-cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"};
-cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
-cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
-cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
-cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
-cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
-cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
-cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
-cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
-cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
-cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
-cvar_t r_shadow_bouncegrid_intensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_normalizevectors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"};
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"};
-cvar_t r_shadow_bouncegrid_rng_type = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"};
-cvar_t r_shadow_bouncegrid_static = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
-cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"};
-cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
-cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
-cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
-cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
-cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
-cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"};
-cvar_t r_shadow_bouncegrid_threaded = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
-cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
-cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
-cvar_t r_coronas_occlusionquery = {CVAR_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
-cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
-cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"};
-cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
-cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
-cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
-cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
-cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
-cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
-cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
-cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
-cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"};
-cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"};
-cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"};
-cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"};
-cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"};
-cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
-cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
-cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
-cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
-cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"};
-cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
-cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
+cvar_t r_shadow_bumpscale_basetexture = {CF_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_bumpscale_bumpmap = {CF_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"};
+cvar_t r_shadow_debuglight = {CF_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"};
+cvar_t r_shadow_deferred = {CF_CLIENT | CF_ARCHIVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"};
+cvar_t r_shadow_usebihculling = {CF_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"};
+cvar_t r_shadow_usenormalmap = {CF_CLIENT | CF_ARCHIVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"};
+cvar_t r_shadow_gloss = {CF_CLIENT | CF_ARCHIVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"};
+cvar_t r_shadow_gloss2intensity = {CF_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"};
+cvar_t r_shadow_glossintensity = {CF_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"};
+cvar_t r_shadow_glossexponent = {CF_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"};
+cvar_t r_shadow_gloss2exponent = {CF_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"};
+cvar_t r_shadow_glossexact = {CF_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"};
+cvar_t r_shadow_lightattenuationdividebias = {CF_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"};
+cvar_t r_shadow_lightattenuationlinearscale = {CF_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"};
+cvar_t r_shadow_lightintensityscale = {CF_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"};
+cvar_t r_shadow_lightradiusscale = {CF_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"};
+cvar_t r_shadow_projectdistance = {CF_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"};
+cvar_t r_shadow_frontsidecasting = {CF_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"};
+cvar_t r_shadow_realtime_dlight = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"};
+cvar_t r_shadow_realtime_dlight_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"};
+cvar_t r_shadow_realtime_dlight_svbspculling = {CF_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
+cvar_t r_shadow_realtime_dlight_portalculling = {CF_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
+cvar_t r_shadow_realtime_world = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
+cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {CF_CLIENT, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
+cvar_t r_shadow_realtime_world_lightmaps = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
+cvar_t r_shadow_realtime_world_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
+cvar_t r_shadow_realtime_world_compile = {CF_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compileshadow = {CF_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"};
+cvar_t r_shadow_realtime_world_compilesvbsp = {CF_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"};
+cvar_t r_shadow_realtime_world_compileportalculling = {CF_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"};
+cvar_t r_shadow_scissor = {CF_CLIENT, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"};
+cvar_t r_shadow_shadowmapping = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"};
+cvar_t r_shadow_shadowmapping_filterquality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"};
+cvar_t r_shadow_shadowmapping_useshadowsampler = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"};
+cvar_t r_shadow_shadowmapping_depthbits = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"};
+cvar_t r_shadow_shadowmapping_vsdct = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"};
+cvar_t r_shadow_shadowmapping_minsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"};
+cvar_t r_shadow_shadowmapping_maxsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."};
+cvar_t r_shadow_shadowmapping_texturesize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"};
+cvar_t r_shadow_shadowmapping_precision = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"};
+//cvar_t r_shadow_shadowmapping_lod_bias = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"};
+//cvar_t r_shadow_shadowmapping_lod_scale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"};
+cvar_t r_shadow_shadowmapping_bordersize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"};
+cvar_t r_shadow_shadowmapping_nearclip = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"};
+cvar_t r_shadow_shadowmapping_bias = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"};
+cvar_t r_shadow_shadowmapping_polygonfactor = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"};
+cvar_t r_shadow_shadowmapping_polygonoffset = {CF_CLIENT | CF_ARCHIVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"};
+cvar_t r_shadow_sortsurfaces = {CF_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"};
+cvar_t r_shadow_culllights_pvs = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"};
+cvar_t r_shadow_culllights_trace = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"};
+cvar_t r_shadow_culllights_trace_eyejitter = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"};
+cvar_t r_shadow_culllights_trace_enlarge = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"};
+cvar_t r_shadow_culllights_trace_expand = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"};
+cvar_t r_shadow_culllights_trace_pad = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"};
+cvar_t r_shadow_culllights_trace_samples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"};
+cvar_t r_shadow_culllights_trace_tempsamples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"};
+cvar_t r_shadow_culllights_trace_delay = {CF_CLIENT | CF_ARCHIVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"};
+cvar_t r_shadow_bouncegrid = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
+cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_quality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_dynamic_x = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_intensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_normalizevectors = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_rng_seed = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"};
+cvar_t r_shadow_bouncegrid_rng_type = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"};
+cvar_t r_shadow_bouncegrid_static = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxbounce = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
+cvar_t r_shadow_bouncegrid_static_maxphotons = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+cvar_t r_shadow_bouncegrid_static_quality = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_static_spacing = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
+cvar_t r_shadow_bouncegrid_subsamples = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"};
+cvar_t r_shadow_bouncegrid_threaded = {CF_CLIENT | CF_ARCHIVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
+cvar_t r_coronas = {CF_CLIENT | CF_ARCHIVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
+cvar_t r_coronas_occlusionsizescale = {CF_CLIENT | CF_ARCHIVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
+cvar_t r_coronas_occlusionquery = {CF_CLIENT | CF_ARCHIVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"};
+cvar_t gl_flashblend = {CF_CLIENT | CF_ARCHIVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"};
+cvar_t r_editlights = {CF_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"};
+cvar_t r_editlights_cursordistance = {CF_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"};
+cvar_t r_editlights_cursorpushback = {CF_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"};
+cvar_t r_editlights_cursorpushoff = {CF_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"};
+cvar_t r_editlights_cursorgrid = {CF_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
+cvar_t r_editlights_quakelightsizescale = {CF_CLIENT | CF_ARCHIVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
+cvar_t r_editlights_drawproperties = {CF_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"};
+cvar_t r_editlights_current_origin = {CF_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"};
+cvar_t r_editlights_current_angles = {CF_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"};
+cvar_t r_editlights_current_color = {CF_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"};
+cvar_t r_editlights_current_radius = {CF_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"};
+cvar_t r_editlights_current_corona = {CF_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"};
+cvar_t r_editlights_current_coronasize = {CF_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"};
+cvar_t r_editlights_current_style = {CF_CLIENT, "r_editlights_current_style", "0", "style of selected light"};
+cvar_t r_editlights_current_shadows = {CF_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"};
+cvar_t r_editlights_current_cubemap = {CF_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"};
+cvar_t r_editlights_current_ambient = {CF_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"};
+cvar_t r_editlights_current_diffuse = {CF_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"};
+cvar_t r_editlights_current_specular = {CF_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"};
+cvar_t r_editlights_current_normalmode = {CF_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
+cvar_t r_editlights_current_realtimemode = {CF_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
Cvar_RegisterVariable(&r_editlights_current_specular);
Cvar_RegisterVariable(&r_editlights_current_normalmode);
Cvar_RegisterVariable(&r_editlights_current_realtimemode);
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
- Cmd_AddCommand(CMD_CLIENT, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)");
+ Cmd_AddCommand(CF_CLIENT, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock");
}
#include "image.h"
// FIXME: fix skybox after vid_restart
-cvar_t r_sky = {CVAR_CLIENT | CVAR_SAVE, "r_sky", "1", "enables sky rendering (black otherwise)"};
-cvar_t r_skyscroll1 = {CVAR_CLIENT | CVAR_SAVE, "r_skyscroll1", "1", "speed at which upper clouds layer scrolls in quake sky"};
-cvar_t r_skyscroll2 = {CVAR_CLIENT | CVAR_SAVE, "r_skyscroll2", "2", "speed at which lower clouds layer scrolls in quake sky"};
-cvar_t r_sky_scissor = {CVAR_CLIENT, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"};
+cvar_t r_sky = {CF_CLIENT | CF_ARCHIVE, "r_sky", "1", "enables sky rendering (black otherwise)"};
+cvar_t r_skyscroll1 = {CF_CLIENT | CF_ARCHIVE, "r_skyscroll1", "1", "speed at which upper clouds layer scrolls in quake sky"};
+cvar_t r_skyscroll2 = {CF_CLIENT | CF_ARCHIVE, "r_skyscroll2", "2", "speed at which lower clouds layer scrolls in quake sky"};
+cvar_t r_sky_scissor = {CF_CLIENT, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"};
int skyrenderlater;
int skyrendermasked;
int skyscissor[4];
void R_Sky_Init(void)
{
- Cmd_AddCommand(CMD_CLIENT, "loadsky", &LoadSky_f, "load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)");
+ Cmd_AddCommand(CF_CLIENT, "loadsky", &LoadSky_f, "load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)");
Cvar_RegisterVariable (&r_sky);
Cvar_RegisterVariable (&r_skyscroll1);
Cvar_RegisterVariable (&r_skyscroll2);
cachepic_t *sb_inter;
cachepic_t *sb_finale;
-cvar_t cl_showfps = {CVAR_CLIENT | CVAR_SAVE, "cl_showfps", "0", "shows your rendered fps (frames per second)"};
-cvar_t cl_showsound = {CVAR_CLIENT | CVAR_SAVE, "cl_showsound", "0", "shows number of active sound sources, sound latency, and other statistics"};
-cvar_t cl_showblur = {CVAR_CLIENT | CVAR_SAVE, "cl_showblur", "0", "shows the current alpha level of motionblur"};
-cvar_t cl_showspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_showspeed", "0", "shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots"};
-cvar_t cl_showspeed_factor = {CVAR_CLIENT | CVAR_SAVE, "cl_showspeed_factor", "2.54", "multiplier of the centimeter for cl_showspeed. 1 unit = 1 inch in Quake, so this should be 2.54 for Quake, etc"};
-cvar_t cl_showtopspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_showtopspeed", "0", "shows your top speed (kept on screen for max 3 seconds); value -1 takes over the unit from cl_showspeed, otherwise it's an unit number just like in cl_showspeed"};
-cvar_t cl_showtime = {CVAR_CLIENT | CVAR_SAVE, "cl_showtime", "0", "shows current time of day (useful on screenshots)"};
-cvar_t cl_showtime_format = {CVAR_CLIENT | CVAR_SAVE, "cl_showtime_format", "%H:%M:%S", "format string for time of day"};
-cvar_t cl_showdate = {CVAR_CLIENT | CVAR_SAVE, "cl_showdate", "0", "shows current date (useful on screenshots)"};
-cvar_t cl_showdate_format = {CVAR_CLIENT | CVAR_SAVE, "cl_showdate_format", "%Y-%m-%d", "format string for date"};
-cvar_t cl_showtex = {CVAR_CLIENT, "cl_showtex", "0", "shows the name of the texture on the crosshair (for map debugging)"};
-
-cvar_t sbar_alpha_bg = {CVAR_CLIENT | CVAR_SAVE, "sbar_alpha_bg", "0.4", "opacity value of the statusbar background image"};
-cvar_t sbar_alpha_fg = {CVAR_CLIENT | CVAR_SAVE, "sbar_alpha_fg", "1", "opacity value of the statusbar weapon/item icons and numbers"};
-cvar_t sbar_hudselector = {CVAR_CLIENT | CVAR_SAVE, "sbar_hudselector", "0", "selects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example)"};
-cvar_t sbar_scorerank = {CVAR_CLIENT | CVAR_SAVE, "sbar_scorerank", "1", "shows an overlay for your score (or team score) and rank in the scoreboard"};
-cvar_t sbar_gametime = {CVAR_CLIENT | CVAR_SAVE, "sbar_gametime", "1", "shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set)"};
-cvar_t sbar_miniscoreboard_size = {CVAR_CLIENT | CVAR_SAVE, "sbar_miniscoreboard_size", "-1", "sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1"};
-cvar_t sbar_flagstatus_right = {CVAR_CLIENT | CVAR_SAVE, "sbar_flagstatus_right", "0", "moves Nexuiz flag status icons to the right"};
-cvar_t sbar_flagstatus_pos = {CVAR_CLIENT | CVAR_SAVE, "sbar_flagstatus_pos", "115", "pixel position of the Nexuiz flag status icons, from the bottom"};
-cvar_t sbar_info_pos = {CVAR_CLIENT | CVAR_SAVE, "sbar_info_pos", "0", "pixel position of the info strings (such as showfps), from the bottom"};
-
-cvar_t cl_deathscoreboard = {CVAR_CLIENT, "cl_deathscoreboard", "1", "shows scoreboard (+showscores) while dead"};
-
-cvar_t crosshair_color_red = {CVAR_CLIENT | CVAR_SAVE, "crosshair_color_red", "1", "customizable crosshair color"};
-cvar_t crosshair_color_green = {CVAR_CLIENT | CVAR_SAVE, "crosshair_color_green", "0", "customizable crosshair color"};
-cvar_t crosshair_color_blue = {CVAR_CLIENT | CVAR_SAVE, "crosshair_color_blue", "0", "customizable crosshair color"};
-cvar_t crosshair_color_alpha = {CVAR_CLIENT | CVAR_SAVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
-cvar_t crosshair_size = {CVAR_CLIENT | CVAR_SAVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
+cvar_t cl_showfps = {CF_CLIENT | CF_ARCHIVE, "cl_showfps", "0", "shows your rendered fps (frames per second)"};
+cvar_t cl_showsound = {CF_CLIENT | CF_ARCHIVE, "cl_showsound", "0", "shows number of active sound sources, sound latency, and other statistics"};
+cvar_t cl_showblur = {CF_CLIENT | CF_ARCHIVE, "cl_showblur", "0", "shows the current alpha level of motionblur"};
+cvar_t cl_showspeed = {CF_CLIENT | CF_ARCHIVE, "cl_showspeed", "0", "shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots"};
+cvar_t cl_showspeed_factor = {CF_CLIENT | CF_ARCHIVE, "cl_showspeed_factor", "2.54", "multiplier of the centimeter for cl_showspeed. 1 unit = 1 inch in Quake, so this should be 2.54 for Quake, etc"};
+cvar_t cl_showtopspeed = {CF_CLIENT | CF_ARCHIVE, "cl_showtopspeed", "0", "shows your top speed (kept on screen for max 3 seconds); value -1 takes over the unit from cl_showspeed, otherwise it's an unit number just like in cl_showspeed"};
+cvar_t cl_showtime = {CF_CLIENT | CF_ARCHIVE, "cl_showtime", "0", "shows current time of day (useful on screenshots)"};
+cvar_t cl_showtime_format = {CF_CLIENT | CF_ARCHIVE, "cl_showtime_format", "%H:%M:%S", "format string for time of day"};
+cvar_t cl_showdate = {CF_CLIENT | CF_ARCHIVE, "cl_showdate", "0", "shows current date (useful on screenshots)"};
+cvar_t cl_showdate_format = {CF_CLIENT | CF_ARCHIVE, "cl_showdate_format", "%Y-%m-%d", "format string for date"};
+cvar_t cl_showtex = {CF_CLIENT, "cl_showtex", "0", "shows the name of the texture on the crosshair (for map debugging)"};
+
+cvar_t sbar_alpha_bg = {CF_CLIENT | CF_ARCHIVE, "sbar_alpha_bg", "0.4", "opacity value of the statusbar background image"};
+cvar_t sbar_alpha_fg = {CF_CLIENT | CF_ARCHIVE, "sbar_alpha_fg", "1", "opacity value of the statusbar weapon/item icons and numbers"};
+cvar_t sbar_hudselector = {CF_CLIENT | CF_ARCHIVE, "sbar_hudselector", "0", "selects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example)"};
+cvar_t sbar_scorerank = {CF_CLIENT | CF_ARCHIVE, "sbar_scorerank", "1", "shows an overlay for your score (or team score) and rank in the scoreboard"};
+cvar_t sbar_gametime = {CF_CLIENT | CF_ARCHIVE, "sbar_gametime", "1", "shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set)"};
+cvar_t sbar_miniscoreboard_size = {CF_CLIENT | CF_ARCHIVE, "sbar_miniscoreboard_size", "-1", "sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1"};
+cvar_t sbar_flagstatus_right = {CF_CLIENT | CF_ARCHIVE, "sbar_flagstatus_right", "0", "moves Nexuiz flag status icons to the right"};
+cvar_t sbar_flagstatus_pos = {CF_CLIENT | CF_ARCHIVE, "sbar_flagstatus_pos", "115", "pixel position of the Nexuiz flag status icons, from the bottom"};
+cvar_t sbar_info_pos = {CF_CLIENT | CF_ARCHIVE, "sbar_info_pos", "0", "pixel position of the info strings (such as showfps), from the bottom"};
+
+cvar_t cl_deathscoreboard = {CF_CLIENT, "cl_deathscoreboard", "1", "shows scoreboard (+showscores) while dead"};
+
+cvar_t crosshair_color_red = {CF_CLIENT | CF_ARCHIVE, "crosshair_color_red", "1", "customizable crosshair color"};
+cvar_t crosshair_color_green = {CF_CLIENT | CF_ARCHIVE, "crosshair_color_green", "0", "customizable crosshair color"};
+cvar_t crosshair_color_blue = {CF_CLIENT | CF_ARCHIVE, "crosshair_color_blue", "0", "customizable crosshair color"};
+cvar_t crosshair_color_alpha = {CF_CLIENT | CF_ARCHIVE, "crosshair_color_alpha", "1", "how opaque the crosshair should be"};
+cvar_t crosshair_size = {CF_CLIENT | CF_ARCHIVE, "crosshair_size", "1", "adjusts size of the crosshair on the screen"};
static void Sbar_MiniDeathmatchOverlay (int x, int y);
static void Sbar_DeathmatchOverlay (void);
{
if(gamemode == GAME_NORMAL) // Workaround so Quake doesn't trample on Xonotic.
{
- Cmd_AddCommand(CMD_CLIENT, "+showscores", Sbar_ShowScores_f, "show scoreboard");
- Cmd_AddCommand(CMD_CLIENT, "-showscores", Sbar_DontShowScores_f, "hide scoreboard");
+ Cmd_AddCommand(CF_CLIENT, "+showscores", Sbar_ShowScores_f, "show scoreboard");
+ Cmd_AddCommand(CF_CLIENT, "-showscores", Sbar_DontShowScores_f, "hide scoreboard");
}
Cvar_RegisterVariable(&cl_showfps);
Cvar_RegisterVariable(&cl_showsound);
spatialmethod_t spatialmethod;
// Cvars declared in sound.h (part of the sound API)
-cvar_t bgmvolume = {CVAR_CLIENT | CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
-cvar_t mastervolume = {CVAR_CLIENT | CVAR_SAVE, "mastervolume", "0.7", "master volume"};
-cvar_t volume = {CVAR_CLIENT | CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
-cvar_t snd_initialized = {CVAR_CLIENT | CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
-cvar_t snd_staticvolume = {CVAR_CLIENT | CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
-cvar_t snd_soundradius = {CVAR_CLIENT | CVAR_SAVE, "snd_soundradius", "1200", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
-cvar_t snd_attenuation_exponent = {CVAR_CLIENT | CVAR_SAVE, "snd_attenuation_exponent", "1", "Exponent of (1-radius) in sound attenuation formula"};
-cvar_t snd_attenuation_decibel = {CVAR_CLIENT | CVAR_SAVE, "snd_attenuation_decibel", "0", "Decibel sound attenuation per sound radius distance"};
-cvar_t snd_spatialization_min_radius = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
-cvar_t snd_spatialization_max_radius = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
-cvar_t snd_spatialization_min = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
-cvar_t snd_spatialization_max = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
-cvar_t snd_spatialization_power = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
-cvar_t snd_spatialization_control = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
-cvar_t snd_spatialization_prologic = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_prologic", "0", "use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)"};
-cvar_t snd_spatialization_prologic_frontangle = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_prologic_frontangle", "30", "the angle between the front speakers and the center speaker"};
-cvar_t snd_spatialization_occlusion = {CVAR_CLIENT | CVAR_SAVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both"};
+cvar_t bgmvolume = {CF_CLIENT | CF_ARCHIVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t mastervolume = {CF_CLIENT | CF_ARCHIVE, "mastervolume", "0.7", "master volume"};
+cvar_t volume = {CF_CLIENT | CF_ARCHIVE, "volume", "0.7", "volume of sound effects"};
+cvar_t snd_initialized = {CF_CLIENT | CF_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+cvar_t snd_staticvolume = {CF_CLIENT | CF_ARCHIVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
+cvar_t snd_soundradius = {CF_CLIENT | CF_ARCHIVE, "snd_soundradius", "1200", "radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)"};
+cvar_t snd_attenuation_exponent = {CF_CLIENT | CF_ARCHIVE, "snd_attenuation_exponent", "1", "Exponent of (1-radius) in sound attenuation formula"};
+cvar_t snd_attenuation_decibel = {CF_CLIENT | CF_ARCHIVE, "snd_attenuation_decibel", "0", "Decibel sound attenuation per sound radius distance"};
+cvar_t snd_spatialization_min_radius = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_min_radius", "10000", "use minimum spatialization above to this radius"};
+cvar_t snd_spatialization_max_radius = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_max_radius", "100", "use maximum spatialization below this radius"};
+cvar_t snd_spatialization_min = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_min", "0.70", "minimum spatializazion of sounds"};
+cvar_t snd_spatialization_max = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_max", "0.95", "maximum spatialization of sounds"};
+cvar_t snd_spatialization_power = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_power", "0", "exponent of the spatialization falloff curve (0: logarithmic)"};
+cvar_t snd_spatialization_control = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_control", "0", "enable spatialization control (headphone friendly mode)"};
+cvar_t snd_spatialization_prologic = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_prologic", "0", "use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)"};
+cvar_t snd_spatialization_prologic_frontangle = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_prologic_frontangle", "30", "the angle between the front speakers and the center speaker"};
+cvar_t snd_spatialization_occlusion = {CF_CLIENT | CF_ARCHIVE, "snd_spatialization_occlusion", "1", "enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both"};
// Cvars declared in snd_main.h (shared with other snd_*.c files)
-cvar_t _snd_mixahead = {CVAR_CLIENT | CVAR_SAVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
-cvar_t snd_streaming = {CVAR_CLIENT | CVAR_SAVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory"};
-cvar_t snd_streaming_length = {CVAR_CLIENT | CVAR_SAVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
-cvar_t snd_swapstereo = {CVAR_CLIENT | CVAR_SAVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
+cvar_t _snd_mixahead = {CF_CLIENT | CF_ARCHIVE, "_snd_mixahead", "0.15", "how much sound to mix ahead of time"};
+cvar_t snd_streaming = {CF_CLIENT | CF_ARCHIVE, "snd_streaming", "1", "enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory"};
+cvar_t snd_streaming_length = {CF_CLIENT | CF_ARCHIVE, "snd_streaming_length", "1", "decompress sounds completely if they are less than this play time when snd_streaming is 1"};
+cvar_t snd_swapstereo = {CF_CLIENT | CF_ARCHIVE, "snd_swapstereo", "0", "swaps left/right speakers for old ISA soundblaster cards"};
extern cvar_t v_flipped;
-cvar_t snd_channellayout = {CVAR_CLIENT, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
-cvar_t snd_mutewhenidle = {CVAR_CLIENT | CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
-cvar_t snd_maxchannelvolume = {CVAR_CLIENT | CVAR_SAVE, "snd_maxchannelvolume", "10", "maximum volume of a single sound"};
-cvar_t snd_softclip = {CVAR_CLIENT | CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
-//cvar_t snd_softclip = {CVAR_CLIENT | CVAR_SAVE, "snd_softclip", "0", "Use soft-clipping (when set to 2, use it even if output is floating point). Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
-cvar_t snd_entchannel0volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel1volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel2volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel3volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel4volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel5volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel6volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_entchannel7volume = {CVAR_CLIENT | CVAR_SAVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities (DEPRECATED)"};
-cvar_t snd_playerchannel0volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel1volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel2volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel3volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel4volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel5volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel6volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities (DEPRECATED)"};
-cvar_t snd_playerchannel7volume = {CVAR_CLIENT | CVAR_SAVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities (DEPRECATED)"};
-cvar_t snd_worldchannel0volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel1volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel2volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel3volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel4volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel5volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel6volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_worldchannel7volume = {CVAR_CLIENT | CVAR_SAVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity (DEPRECATED)"};
-cvar_t snd_csqcchannel0volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel1volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel2volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel3volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel4volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel5volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel6volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_csqcchannel7volume = {CVAR_CLIENT | CVAR_SAVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)"};
-cvar_t snd_channel0volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel0volume", "1", "volume multiplier of the auto-allocate entity channel"};
-cvar_t snd_channel1volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel1volume", "1", "volume multiplier of the 1st entity channel"};
-cvar_t snd_channel2volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel2volume", "1", "volume multiplier of the 2nd entity channel"};
-cvar_t snd_channel3volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel3volume", "1", "volume multiplier of the 3rd entity channel"};
-cvar_t snd_channel4volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel4volume", "1", "volume multiplier of the 4th entity channel"};
-cvar_t snd_channel5volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel5volume", "1", "volume multiplier of the 5th entity channel"};
-cvar_t snd_channel6volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel6volume", "1", "volume multiplier of the 6th entity channel"};
-cvar_t snd_channel7volume = {CVAR_CLIENT | CVAR_SAVE, "snd_channel7volume", "1", "volume multiplier of the 7th entity channel"};
+cvar_t snd_channellayout = {CF_CLIENT, "snd_channellayout", "0", "channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)"};
+cvar_t snd_mutewhenidle = {CF_CLIENT | CF_ARCHIVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
+cvar_t snd_maxchannelvolume = {CF_CLIENT | CF_ARCHIVE, "snd_maxchannelvolume", "10", "maximum volume of a single sound"};
+cvar_t snd_softclip = {CF_CLIENT | CF_ARCHIVE, "snd_softclip", "0", "Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
+//cvar_t snd_softclip = {CF_CLIENT | CF_ARCHIVE, "snd_softclip", "0", "Use soft-clipping (when set to 2, use it even if output is floating point). Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort."};
+cvar_t snd_entchannel0volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel1volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel1volume", "1", "volume multiplier of the 1st entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel2volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel2volume", "1", "volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel3volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel3volume", "1", "volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel4volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel4volume", "1", "volume multiplier of the 4th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel5volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel5volume", "1", "volume multiplier of the 5th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel6volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel6volume", "1", "volume multiplier of the 6th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_entchannel7volume = {CF_CLIENT | CF_ARCHIVE, "snd_entchannel7volume", "1", "volume multiplier of the 7th entity channel of regular entities (DEPRECATED)"};
+cvar_t snd_playerchannel0volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel1volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel1volume", "1", "volume multiplier of the 1st entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel2volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel2volume", "1", "volume multiplier of the 2nd entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel3volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel3volume", "1", "volume multiplier of the 3rd entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel4volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel4volume", "1", "volume multiplier of the 4th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel5volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel5volume", "1", "volume multiplier of the 5th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel6volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel6volume", "1", "volume multiplier of the 6th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_playerchannel7volume = {CF_CLIENT | CF_ARCHIVE, "snd_playerchannel7volume", "1", "volume multiplier of the 7th entity channel of player entities (DEPRECATED)"};
+cvar_t snd_worldchannel0volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel0volume", "1", "volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel1volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel1volume", "1", "volume multiplier of the 1st entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel2volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel2volume", "1", "volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel3volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel3volume", "1", "volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel4volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel4volume", "1", "volume multiplier of the 4th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel5volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel5volume", "1", "volume multiplier of the 5th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel6volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel6volume", "1", "volume multiplier of the 6th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_worldchannel7volume = {CF_CLIENT | CF_ARCHIVE, "snd_worldchannel7volume", "1", "volume multiplier of the 7th entity channel of the world entity (DEPRECATED)"};
+cvar_t snd_csqcchannel0volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel0volume", "1", "volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel1volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel1volume", "1", "volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel2volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel2volume", "1", "volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel3volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel3volume", "1", "volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel4volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel4volume", "1", "volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel5volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel5volume", "1", "volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel6volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel6volume", "1", "volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_csqcchannel7volume = {CF_CLIENT | CF_ARCHIVE, "snd_csqcchannel7volume", "1", "volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)"};
+cvar_t snd_channel0volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel0volume", "1", "volume multiplier of the auto-allocate entity channel"};
+cvar_t snd_channel1volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel1volume", "1", "volume multiplier of the 1st entity channel"};
+cvar_t snd_channel2volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel2volume", "1", "volume multiplier of the 2nd entity channel"};
+cvar_t snd_channel3volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel3volume", "1", "volume multiplier of the 3rd entity channel"};
+cvar_t snd_channel4volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel4volume", "1", "volume multiplier of the 4th entity channel"};
+cvar_t snd_channel5volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel5volume", "1", "volume multiplier of the 5th entity channel"};
+cvar_t snd_channel6volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel6volume", "1", "volume multiplier of the 6th entity channel"};
+cvar_t snd_channel7volume = {CF_CLIENT | CF_ARCHIVE, "snd_channel7volume", "1", "volume multiplier of the 7th entity channel"};
// Local cvars
-static cvar_t nosound = {CVAR_CLIENT, "nosound", "0", "disables sound"};
-static cvar_t snd_precache = {CVAR_CLIENT, "snd_precache", "1", "loads sounds before they are used"};
-static cvar_t ambient_level = {CVAR_CLIENT, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
-static cvar_t ambient_fade = {CVAR_CLIENT, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
-static cvar_t snd_noextraupdate = {CVAR_CLIENT, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"};
-static cvar_t snd_show = {CVAR_CLIENT, "snd_show", "0", "shows some statistics about sound mixing"};
+static cvar_t nosound = {CF_CLIENT, "nosound", "0", "disables sound"};
+static cvar_t snd_precache = {CF_CLIENT, "snd_precache", "1", "loads sounds before they are used"};
+static cvar_t ambient_level = {CF_CLIENT, "ambient_level", "0.3", "volume of environment noises (water and wind)"};
+static cvar_t ambient_fade = {CF_CLIENT, "ambient_fade", "100", "rate of volume fading when moving from one environment to another"};
+static cvar_t snd_noextraupdate = {CF_CLIENT, "snd_noextraupdate", "0", "disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates"};
+static cvar_t snd_show = {CF_CLIENT, "snd_show", "0", "shows some statistics about sound mixing"};
// Default sound format is 48KHz, 32bit float, stereo
// (48KHz because a lot of onboard sound cards sucks at any other speed)
-static cvar_t snd_speed = {CVAR_CLIENT | CVAR_SAVE, "snd_speed", "48000", "sound output frequency, in hertz"};
-static cvar_t snd_width = {CVAR_CLIENT | CVAR_SAVE, "snd_width", "4", "sound output precision, in bytes - 1 = 8bit, 2 = 16bit, 4 = 32bit float"};
-static cvar_t snd_channels = {CVAR_CLIENT | CVAR_SAVE, "snd_channels", "2", "number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)"};
+static cvar_t snd_speed = {CF_CLIENT | CF_ARCHIVE, "snd_speed", "48000", "sound output frequency, in hertz"};
+static cvar_t snd_width = {CF_CLIENT | CF_ARCHIVE, "snd_width", "4", "sound output precision, in bytes - 1 = 8bit, 2 = 16bit, 4 = 32bit float"};
+static cvar_t snd_channels = {CF_CLIENT | CF_ARCHIVE, "snd_channels", "2", "number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)"};
-static cvar_t snd_startloopingsounds = {CVAR_CLIENT, "snd_startloopingsounds", "1", "whether to start sounds that would loop (you want this to be 1); existing sounds are not affected"};
-static cvar_t snd_startnonloopingsounds = {CVAR_CLIENT, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"};
+static cvar_t snd_startloopingsounds = {CF_CLIENT, "snd_startloopingsounds", "1", "whether to start sounds that would loop (you want this to be 1); existing sounds are not affected"};
+static cvar_t snd_startnonloopingsounds = {CF_CLIENT, "snd_startnonloopingsounds", "1", "whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected"};
// randomization
-static cvar_t snd_identicalsoundrandomization_time = {CVAR_CLIENT, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"};
-static cvar_t snd_identicalsoundrandomization_tics = {CVAR_CLIENT, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"};
+static cvar_t snd_identicalsoundrandomization_time = {CF_CLIENT, "snd_identicalsoundrandomization_time", "0.1", "how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame"};
+static cvar_t snd_identicalsoundrandomization_tics = {CF_CLIENT, "snd_identicalsoundrandomization_tics", "0", "if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time"};
// Ambient sounds
static sfx_t* ambient_sfxs [2] = { NULL, NULL };
if (Sys_CheckParm("-nosound"))
{
// dummy out Play and Play2 because mods stuffcmd that
- Cmd_AddCommand(CMD_CLIENT, "play", Host_NoOperation_f, "does nothing because -nosound was specified");
- Cmd_AddCommand(CMD_CLIENT, "play2", Host_NoOperation_f, "does nothing because -nosound was specified");
+ Cmd_AddCommand(CF_CLIENT, "play", Host_NoOperation_f, "does nothing because -nosound was specified");
+ Cmd_AddCommand(CF_CLIENT, "play2", Host_NoOperation_f, "does nothing because -nosound was specified");
return;
}
if (Sys_CheckParm("-simsound"))
simsound = true;
- Cmd_AddCommand(CMD_CLIENT, "play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
- Cmd_AddCommand(CMD_CLIENT, "play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
- Cmd_AddCommand(CMD_CLIENT, "playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
- Cmd_AddCommand(CMD_CLIENT, "stopsound", S_StopAllSounds_f, "silence");
- Cmd_AddCommand(CMD_CLIENT, "pausesound", S_PauseSound_f, "temporary silence");
- Cmd_AddCommand(CMD_CLIENT, "soundlist", S_SoundList_f, "list loaded sounds");
- Cmd_AddCommand(CMD_CLIENT, "soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
- Cmd_AddCommand(CMD_CLIENT, "snd_restart", S_Restart_f, "restart sound system");
- Cmd_AddCommand(CMD_CLIENT, "snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
+ Cmd_AddCommand(CF_CLIENT, "play", S_Play_f, "play a sound at your current location (not heard by anyone else)");
+ Cmd_AddCommand(CF_CLIENT, "play2", S_Play2_f, "play a sound globally throughout the level (not heard by anyone else)");
+ Cmd_AddCommand(CF_CLIENT, "playvol", S_PlayVol_f, "play a sound at the specified volume level at your current location (not heard by anyone else)");
+ Cmd_AddCommand(CF_CLIENT, "stopsound", S_StopAllSounds_f, "silence");
+ Cmd_AddCommand(CF_CLIENT, "pausesound", S_PauseSound_f, "temporary silence");
+ Cmd_AddCommand(CF_CLIENT, "soundlist", S_SoundList_f, "list loaded sounds");
+ Cmd_AddCommand(CF_CLIENT, "soundinfo", S_SoundInfo_f, "print sound system information (such as channels and speed)");
+ Cmd_AddCommand(CF_CLIENT, "snd_restart", S_Restart_f, "restart sound system");
+ Cmd_AddCommand(CF_CLIENT, "snd_unloadallsounds", S_UnloadAllSounds_f, "unload all sound files");
Cvar_RegisterVariable(&nosound);
Cvar_RegisterVariable(&snd_precache);
#include "quakedef.h"
-cvar_t bgmvolume = {CVAR_SAVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
-cvar_t mastervolume = {CVAR_SAVE, "mastervolume", "1", "master volume"};
-cvar_t volume = {CVAR_SAVE, "volume", "0.7", "volume of sound effects"};
-cvar_t snd_staticvolume = {CVAR_SAVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
-cvar_t snd_initialized = { CVAR_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
-cvar_t snd_mutewhenidle = {CVAR_SAVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
+cvar_t bgmvolume = {CF_ARCHIVE, "bgmvolume", "1", "volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)"};
+cvar_t mastervolume = {CF_ARCHIVE, "mastervolume", "1", "master volume"};
+cvar_t volume = {CF_ARCHIVE, "volume", "0.7", "volume of sound effects"};
+cvar_t snd_staticvolume = {CF_ARCHIVE, "snd_staticvolume", "1", "volume of ambient sound effects (such as swampy sounds at the start of e1m2)"};
+cvar_t snd_initialized = { CF_READONLY, "snd_initialized", "0", "indicates the sound subsystem is active"};
+cvar_t snd_mutewhenidle = {CF_ARCHIVE, "snd_mutewhenidle", "1", "whether to disable sound output when game window is inactive"};
void S_Init (void)
{
#include "sv_demo.h"
int current_skill;
-cvar_t sv_cheats = {CVAR_SERVER | CVAR_NOTIFY, "sv_cheats", "0", "enables cheat commands in any game, and cheat impulses in dpmod"};
-cvar_t sv_adminnick = {CVAR_SERVER | CVAR_SAVE, "sv_adminnick", "", "nick name to use for admin messages instead of host name"};
-cvar_t sv_status_privacy = {CVAR_SERVER | CVAR_SAVE, "sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients"};
-cvar_t sv_status_show_qcstatus = {CVAR_SERVER | CVAR_SAVE, "sv_status_show_qcstatus", "0", "show the 'qcstatus' field in status replies, not the 'frags' field. Turn this on if your mod uses this field, and the 'frags' field on the other hand has no meaningful value."};
-cvar_t sv_namechangetimer = {CVAR_SERVER | CVAR_SAVE, "sv_namechangetimer", "5", "how often to allow name changes, in seconds (prevents people from using animated names and other tricks"};
+cvar_t sv_cheats = {CF_SERVER | CF_NOTIFY, "sv_cheats", "0", "enables cheat commands in any game, and cheat impulses in dpmod"};
+cvar_t sv_adminnick = {CF_SERVER | CF_ARCHIVE, "sv_adminnick", "", "nick name to use for admin messages instead of host name"};
+cvar_t sv_status_privacy = {CF_SERVER | CF_ARCHIVE, "sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients"};
+cvar_t sv_status_show_qcstatus = {CF_SERVER | CF_ARCHIVE, "sv_status_show_qcstatus", "0", "show the 'qcstatus' field in status replies, not the 'frags' field. Turn this on if your mod uses this field, and the 'frags' field on the other hand has no meaningful value."};
+cvar_t sv_namechangetimer = {CF_SERVER | CF_ARCHIVE, "sv_namechangetimer", "5", "how often to allow name changes, in seconds (prevents people from using animated names and other tricks"};
/*
===============================================================================
for (players = 0, i = 0;i < svs.maxclients;i++)
if (svs.clients[i].active)
players++;
- print ("host: %s\n", Cvar_VariableString (&cvars_all, "hostname", CVAR_SERVER));
+ print ("host: %s\n", Cvar_VariableString (&cvars_all, "hostname", CF_SERVER));
print ("version: %s build %s (gamename %s)\n", gamename, buildstring, gamenetworkfiltername);
print ("protocol: %i (%s)\n", Protocol_NumberForEnum(sv.protocol), Protocol_NameForEnum(sv.protocol));
print ("map: %s\n", sv.name);
Cvar_RegisterVariable(&sv_status_show_qcstatus);
Cvar_RegisterVariable(&sv_namechangetimer);
- Cmd_AddCommand(CMD_SERVER | CMD_SERVER_FROM_CLIENT, "status", SV_Status_f, "print server status information");
- Cmd_AddCommand(CMD_SHARED, "map", SV_Map_f, "kick everyone off the server and start a new level");
- Cmd_AddCommand(CMD_SHARED, "restart", SV_Restart_f, "restart current level");
- Cmd_AddCommand(CMD_SHARED, "changelevel", SV_Changelevel_f, "change to another level, bringing along all connected clients");
- Cmd_AddCommand(CMD_SHARED | CMD_SERVER_FROM_CLIENT, "say", SV_Say_f, "send a chat message to everyone on the server");
- Cmd_AddCommand(CMD_SERVER_FROM_CLIENT, "say_team", SV_Say_Team_f, "send a chat message to your team on the server");
- Cmd_AddCommand(CMD_SHARED | CMD_SERVER_FROM_CLIENT, "tell", SV_Tell_f, "send a chat message to only one person on the server");
- Cmd_AddCommand(CMD_SERVER | CMD_SERVER_FROM_CLIENT, "pause", SV_Pause_f, "pause the game (if the server allows pausing)");
- Cmd_AddCommand(CMD_SHARED, "kick", SV_Kick_f, "kick a player off the server by number or name");
- Cmd_AddCommand(CMD_SHARED | CMD_SERVER_FROM_CLIENT, "ping", SV_Ping_f, "print ping times of all players on the server");
- Cmd_AddCommand(CMD_SHARED, "load", SV_Loadgame_f, "load a saved game file");
- Cmd_AddCommand(CMD_SHARED, "save", SV_Savegame_f, "save the game to a file");
- Cmd_AddCommand(CMD_SHARED, "viewmodel", SV_Viewmodel_f, "change model of viewthing entity in current level");
- Cmd_AddCommand(CMD_SHARED, "viewframe", SV_Viewframe_f, "change animation frame of viewthing entity in current level");
- Cmd_AddCommand(CMD_SHARED, "viewnext", SV_Viewnext_f, "change to next animation frame of viewthing entity in current level");
- Cmd_AddCommand(CMD_SHARED, "viewprev", SV_Viewprev_f, "change to previous animation frame of viewthing entity in current level");
- Cmd_AddCommand(CMD_SHARED, "maxplayers", SV_MaxPlayers_f, "sets limit on how many players (or bots) may be connected to the server at once");
- Cmd_AddCommand(CMD_SHARED, "user", SV_User_f, "prints additional information about a player number or name on the scoreboard");
- Cmd_AddCommand(CMD_SHARED, "users", SV_Users_f, "prints additional information about all players on the scoreboard");
- Cmd_AddCommand(CMD_SERVER, "sendcvar", SV_SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
+ Cmd_AddCommand(CF_SERVER | CF_SERVER_FROM_CLIENT, "status", SV_Status_f, "print server status information");
+ Cmd_AddCommand(CF_SHARED, "map", SV_Map_f, "kick everyone off the server and start a new level");
+ Cmd_AddCommand(CF_SHARED, "restart", SV_Restart_f, "restart current level");
+ Cmd_AddCommand(CF_SHARED, "changelevel", SV_Changelevel_f, "change to another level, bringing along all connected clients");
+ Cmd_AddCommand(CF_SHARED | CF_SERVER_FROM_CLIENT, "say", SV_Say_f, "send a chat message to everyone on the server");
+ Cmd_AddCommand(CF_SERVER_FROM_CLIENT, "say_team", SV_Say_Team_f, "send a chat message to your team on the server");
+ Cmd_AddCommand(CF_SHARED | CF_SERVER_FROM_CLIENT, "tell", SV_Tell_f, "send a chat message to only one person on the server");
+ Cmd_AddCommand(CF_SERVER | CF_SERVER_FROM_CLIENT, "pause", SV_Pause_f, "pause the game (if the server allows pausing)");
+ Cmd_AddCommand(CF_SHARED, "kick", SV_Kick_f, "kick a player off the server by number or name");
+ Cmd_AddCommand(CF_SHARED | CF_SERVER_FROM_CLIENT, "ping", SV_Ping_f, "print ping times of all players on the server");
+ Cmd_AddCommand(CF_SHARED, "load", SV_Loadgame_f, "load a saved game file");
+ Cmd_AddCommand(CF_SHARED, "save", SV_Savegame_f, "save the game to a file");
+ Cmd_AddCommand(CF_SHARED, "viewmodel", SV_Viewmodel_f, "change model of viewthing entity in current level");
+ Cmd_AddCommand(CF_SHARED, "viewframe", SV_Viewframe_f, "change animation frame of viewthing entity in current level");
+ Cmd_AddCommand(CF_SHARED, "viewnext", SV_Viewnext_f, "change to next animation frame of viewthing entity in current level");
+ Cmd_AddCommand(CF_SHARED, "viewprev", SV_Viewprev_f, "change to previous animation frame of viewthing entity in current level");
+ Cmd_AddCommand(CF_SHARED, "maxplayers", SV_MaxPlayers_f, "sets limit on how many players (or bots) may be connected to the server at once");
+ Cmd_AddCommand(CF_SHARED, "user", SV_User_f, "prints additional information about a player number or name on the scoreboard");
+ Cmd_AddCommand(CF_SHARED, "users", SV_Users_f, "prints additional information about all players on the scoreboard");
+ Cmd_AddCommand(CF_SERVER, "sendcvar", SV_SendCvar_f, "sends the value of a cvar to the server as a sentcvar command, for use by QuakeC");
// commands that do not have automatic forwarding from cmd_client, these are internal details of the network protocol and not of interest to users (if they know what they are doing they can still use a generic "cmd prespawn" or similar)
- Cmd_AddCommand(CMD_SERVER_FROM_CLIENT, "prespawn", SV_PreSpawn_f, "internal use - signon 1 (client acknowledges that server information has been received)");
- Cmd_AddCommand(CMD_SERVER_FROM_CLIENT, "spawn", SV_Spawn_f, "internal use - signon 2 (client has sent player information, and is asking server to send scoreboard rankings)");
- Cmd_AddCommand(CMD_SERVER_FROM_CLIENT, "begin", SV_Begin_f, "internal use - signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)");
- Cmd_AddCommand(CMD_SERVER_FROM_CLIENT, "pings", SV_Pings_f, "internal use - command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers)");
-
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "god", SV_God_f, "god mode (invulnerability)");
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "notarget", SV_Notarget_f, "notarget mode (monsters do not see you)");
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "fly", SV_Fly_f, "fly mode (flight)");
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "noclip", SV_Noclip_f, "noclip mode (flight without collisions, move through walls)");
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "give", SV_Give_f, "alter inventory");
- Cmd_AddCommand(CMD_SERVER_FROM_CLIENT, "kill", SV_Kill_f, "die instantly");
+ Cmd_AddCommand(CF_SERVER_FROM_CLIENT, "prespawn", SV_PreSpawn_f, "internal use - signon 1 (client acknowledges that server information has been received)");
+ Cmd_AddCommand(CF_SERVER_FROM_CLIENT, "spawn", SV_Spawn_f, "internal use - signon 2 (client has sent player information, and is asking server to send scoreboard rankings)");
+ Cmd_AddCommand(CF_SERVER_FROM_CLIENT, "begin", SV_Begin_f, "internal use - signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)");
+ Cmd_AddCommand(CF_SERVER_FROM_CLIENT, "pings", SV_Pings_f, "internal use - command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers)");
+
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "god", SV_God_f, "god mode (invulnerability)");
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "notarget", SV_Notarget_f, "notarget mode (monsters do not see you)");
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "fly", SV_Fly_f, "fly mode (flight)");
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "noclip", SV_Noclip_f, "noclip mode (flight without collisions, move through walls)");
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "give", SV_Give_f, "alter inventory");
+ Cmd_AddCommand(CF_SERVER_FROM_CLIENT, "kill", SV_Kill_f, "die instantly");
- Cmd_AddCommand(CMD_USERINFO, "color", SV_Color_f, "change your player shirt and pants colors");
- Cmd_AddCommand(CMD_USERINFO, "name", SV_Name_f, "change your player name");
- Cmd_AddCommand(CMD_USERINFO, "rate", SV_Rate_f, "change your network connection speed");
- Cmd_AddCommand(CMD_USERINFO, "rate_burstsize", SV_Rate_BurstSize_f, "change your network connection speed");
- Cmd_AddCommand(CMD_USERINFO, "pmodel", SV_PModel_f, "(Nehahra-only) change your player model choice");
- Cmd_AddCommand(CMD_USERINFO, "playermodel", SV_Playermodel_f, "change your player model");
- Cmd_AddCommand(CMD_USERINFO, "playerskin", SV_Playerskin_f, "change your player skin number");
-
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "ent_create", SV_Ent_Create_f, "Creates an entity at the specified coordinate, of the specified classname. If executed from a server, origin has to be specified manually.");
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "ent_remove_all", SV_Ent_Remove_All_f, "Removes all entities of the specified classname");
- Cmd_AddCommand(CMD_CHEAT | CMD_SERVER_FROM_CLIENT, "ent_remove", SV_Ent_Remove_f, "Removes an entity by number, or the entity you're aiming at");
+ Cmd_AddCommand(CF_USERINFO, "color", SV_Color_f, "change your player shirt and pants colors");
+ Cmd_AddCommand(CF_USERINFO, "name", SV_Name_f, "change your player name");
+ Cmd_AddCommand(CF_USERINFO, "rate", SV_Rate_f, "change your network connection speed");
+ Cmd_AddCommand(CF_USERINFO, "rate_burstsize", SV_Rate_BurstSize_f, "change your network connection speed");
+ Cmd_AddCommand(CF_USERINFO, "pmodel", SV_PModel_f, "(Nehahra-only) change your player model choice");
+ Cmd_AddCommand(CF_USERINFO, "playermodel", SV_Playermodel_f, "change your player model");
+ Cmd_AddCommand(CF_USERINFO, "playerskin", SV_Playerskin_f, "change your player skin number");
+
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "ent_create", SV_Ent_Create_f, "Creates an entity at the specified coordinate, of the specified classname. If executed from a server, origin has to be specified manually.");
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "ent_remove_all", SV_Ent_Remove_All_f, "Removes all entities of the specified classname");
+ Cmd_AddCommand(CF_CHEAT | CF_SERVER_FROM_CLIENT, "ent_remove", SV_Ent_Remove_f, "Removes an entity by number, or the entity you're aiming at");
}
static void SV_VM_Setup(void);
extern cvar_t net_connecttimeout;
-cvar_t sv_worldmessage = {CVAR_SERVER | CVAR_READONLY, "sv_worldmessage", "", "title of current level"};
-cvar_t sv_worldname = {CVAR_SERVER | CVAR_READONLY, "sv_worldname", "", "name of current worldmodel"};
-cvar_t sv_worldnamenoextension = {CVAR_SERVER | CVAR_READONLY, "sv_worldnamenoextension", "", "name of current worldmodel without extension"};
-cvar_t sv_worldbasename = {CVAR_SERVER | CVAR_READONLY, "sv_worldbasename", "", "name of current worldmodel without maps/ prefix or extension"};
-
-cvar_t sv_disablenotify = {CVAR_SERVER, "sv_disablenotify", "0", "suppress broadcast prints when certain cvars are changed (CVAR_NOTIFY flag in engine code)"};
-cvar_t coop = {CVAR_SERVER, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-cvar_t deathmatch = {CVAR_SERVER, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
-cvar_t fraglimit = {CVAR_SERVER | CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
-cvar_t gamecfg = {CVAR_SERVER, "gamecfg", "0", "unused cvar in quake, can be used by mods"};
-cvar_t noexit = {CVAR_SERVER | CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-cvar_t nomonsters = {CVAR_SERVER, "nomonsters", "0", "unused cvar in quake, can be used by mods"};
-cvar_t pausable = {CVAR_SERVER, "pausable","1", "allow players to pause or not (otherwise, only the server admin can)"};
-cvar_t pr_checkextension = {CVAR_SERVER | CVAR_READONLY, "pr_checkextension", "1", "indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)"};
-cvar_t samelevel = {CVAR_SERVER | CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
-cvar_t skill = {CVAR_SERVER, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
-cvar_t host_timescale = {CVAR_CLIENT | CVAR_SERVER, "host_timescale", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
-
-cvar_t sv_accelerate = {CVAR_SERVER, "sv_accelerate", "10", "rate at which a player accelerates to sv_maxspeed"};
-cvar_t sv_aim = {CVAR_SERVER | CVAR_SAVE, "sv_aim", "2", "maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93"};
-cvar_t sv_airaccel_qw = {CVAR_SERVER, "sv_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration; when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
-cvar_t sv_airaccel_qw_stretchfactor = {CVAR_SERVER, "sv_airaccel_qw_stretchfactor", "0", "when set, the maximum acceleration increase the player may get compared to forward-acceleration when strafejumping"};
-cvar_t sv_airaccel_sideways_friction = {CVAR_SERVER, "sv_airaccel_sideways_friction", "", "anti-sideways movement stabilization (reduces speed gain when zigzagging); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
-cvar_t sv_airaccelerate = {CVAR_SERVER, "sv_airaccelerate", "-1", "rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
-cvar_t sv_airstopaccelerate = {CVAR_SERVER, "sv_airstopaccelerate", "0", "when set, replacement for sv_airaccelerate when moving backwards"};
-cvar_t sv_airspeedlimit_nonqw = {CVAR_SERVER, "sv_airspeedlimit_nonqw", "0", "when set, this is a soft speed limit while in air when using airaccel_qw not equal to 1"};
-cvar_t sv_airstrafeaccelerate = {CVAR_SERVER, "sv_airstrafeaccelerate", "0", "when set, replacement for sv_airaccelerate when just strafing"};
-cvar_t sv_maxairstrafespeed = {CVAR_SERVER, "sv_maxairstrafespeed", "0", "when set, replacement for sv_maxairspeed when just strafing"};
-cvar_t sv_airstrafeaccel_qw = {CVAR_SERVER, "sv_airstrafeaccel_qw", "0", "when set, replacement for sv_airaccel_qw when just strafing"};
-cvar_t sv_aircontrol = {CVAR_SERVER, "sv_aircontrol", "0", "CPMA-style air control"};
-cvar_t sv_aircontrol_power = {CVAR_SERVER, "sv_aircontrol_power", "2", "CPMA-style air control exponent"};
-cvar_t sv_aircontrol_penalty = {CVAR_SERVER, "sv_aircontrol_penalty", "0", "deceleration while using CPMA-style air control"};
-cvar_t sv_allowdownloads = {CVAR_SERVER, "sv_allowdownloads", "1", "whether to allow clients to download files from the server (does not affect http downloads)"};
-cvar_t sv_allowdownloads_archive = {CVAR_SERVER, "sv_allowdownloads_archive", "0", "whether to allow downloads of archives (pak/pk3)"};
-cvar_t sv_allowdownloads_config = {CVAR_SERVER, "sv_allowdownloads_config", "0", "whether to allow downloads of config files (cfg)"};
-cvar_t sv_allowdownloads_dlcache = {CVAR_SERVER, "sv_allowdownloads_dlcache", "0", "whether to allow downloads of dlcache files (dlcache/)"};
-cvar_t sv_allowdownloads_inarchive = {CVAR_SERVER, "sv_allowdownloads_inarchive", "0", "whether to allow downloads from archives (pak/pk3)"};
-cvar_t sv_areagrid_mingridsize = {CVAR_SERVER | CVAR_NOTIFY, "sv_areagrid_mingridsize", "128", "minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects"};
-cvar_t sv_checkforpacketsduringsleep = {CVAR_SERVER, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
-cvar_t sv_clmovement_enable = {CVAR_SERVER, "sv_clmovement_enable", "1", "whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players"};
-cvar_t sv_clmovement_minping = {CVAR_SERVER, "sv_clmovement_minping", "0", "if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)"};
-cvar_t sv_clmovement_minping_disabletime = {CVAR_SERVER, "sv_clmovement_minping_disabletime", "1000", "when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)"};
-cvar_t sv_clmovement_inputtimeout = {CVAR_SERVER, "sv_clmovement_inputtimeout", "0.2", "when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)"};
-cvar_t sv_cullentities_nevercullbmodels = {CVAR_SERVER, "sv_cullentities_nevercullbmodels", "0", "if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)"};
-cvar_t sv_cullentities_pvs = {CVAR_SERVER, "sv_cullentities_pvs", "1", "fast but loose culling of hidden entities"};
-cvar_t sv_cullentities_stats = {CVAR_SERVER, "sv_cullentities_stats", "0", "displays stats on network entities culled by various methods for each client"};
-cvar_t sv_cullentities_trace = {CVAR_SERVER, "sv_cullentities_trace", "0", "somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless"};
-cvar_t sv_cullentities_trace_delay = {CVAR_SERVER, "sv_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
-cvar_t sv_cullentities_trace_delay_players = {CVAR_SERVER, "sv_cullentities_trace_delay_players", "0.2", "number of seconds until the entity gets actually culled if it is a player entity"};
-cvar_t sv_cullentities_trace_enlarge = {CVAR_SERVER, "sv_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
-cvar_t sv_cullentities_trace_expand = {CVAR_SERVER, "sv_cullentities_trace_expand", "0", "box is expanded by this many units for entity culling"};
-cvar_t sv_cullentities_trace_eyejitter = {CVAR_SERVER, "sv_cullentities_trace_eyejitter", "16", "jitter the eye by this much for each trace"};
-cvar_t sv_cullentities_trace_prediction = {CVAR_SERVER, "sv_cullentities_trace_prediction", "1", "also trace from the predicted player position"};
-cvar_t sv_cullentities_trace_prediction_time = {CVAR_SERVER, "sv_cullentities_trace_prediction_time", "0.2", "how many seconds of prediction to use"};
-cvar_t sv_cullentities_trace_entityocclusion = {CVAR_SERVER, "sv_cullentities_trace_entityocclusion", "0", "also check if doors and other bsp models are in the way"};
-cvar_t sv_cullentities_trace_samples = {CVAR_SERVER, "sv_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
-cvar_t sv_cullentities_trace_samples_extra = {CVAR_SERVER, "sv_cullentities_trace_samples_extra", "2", "number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight"};
-cvar_t sv_cullentities_trace_samples_players = {CVAR_SERVER, "sv_cullentities_trace_samples_players", "8", "number of samples to test for entity culling when the entity is a player entity"};
-cvar_t sv_debugmove = {CVAR_SERVER | CVAR_NOTIFY, "sv_debugmove", "0", "disables collision detection optimizations for debugging purposes"};
-cvar_t sv_echobprint = {CVAR_SERVER | CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-cvar_t sv_edgefriction = {CVAR_SERVER, "edgefriction", "1", "how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code)"};
-cvar_t sv_entpatch = {CVAR_SERVER, "sv_entpatch", "1", "enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)"};
-cvar_t sv_freezenonclients = {CVAR_SERVER | CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
-cvar_t sv_friction = {CVAR_SERVER | CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
-cvar_t sv_gameplayfix_blowupfallenzombies = {CVAR_SERVER, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
-cvar_t sv_gameplayfix_consistentplayerprethink = {CVAR_SERVER, "sv_gameplayfix_consistentplayerprethink", "0", "improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions"};
-cvar_t sv_gameplayfix_delayprojectiles = {CVAR_SERVER, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"};
-cvar_t sv_gameplayfix_droptofloorstartsolid = {CVAR_SERVER, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"};
-cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect = {CVAR_SERVER, "sv_gameplayfix_droptofloorstartsolid_nudgetocorrect", "1", "tries to nudge stuck items and monsters out of walls before droptofloor is performed"};
-cvar_t sv_gameplayfix_easierwaterjump = {CVAR_SERVER, "sv_gameplayfix_easierwaterjump", "1", "changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)"};
-cvar_t sv_gameplayfix_findradiusdistancetobox = {CVAR_SERVER, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"};
-cvar_t sv_gameplayfix_gravityunaffectedbyticrate = {CVAR_SERVER, "sv_gameplayfix_gravityunaffectedbyticrate", "0", "fix some ticrate issues in physics."};
-cvar_t sv_gameplayfix_grenadebouncedownslopes = {CVAR_SERVER, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"};
-cvar_t sv_gameplayfix_multiplethinksperframe = {CVAR_SERVER, "sv_gameplayfix_multiplethinksperframe", "1", "allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons"};
-cvar_t sv_gameplayfix_noairborncorpse = {CVAR_SERVER, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
-cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems = {CVAR_SERVER, "sv_gameplayfix_noairborncorpse_allowsuspendeditems", "1", "causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)"};
-cvar_t sv_gameplayfix_nudgeoutofsolid = {CVAR_SERVER, "sv_gameplayfix_nudgeoutofsolid", "0", "attempts to fix physics errors (where an object ended up in solid for some reason)"};
-cvar_t sv_gameplayfix_nudgeoutofsolid_separation = {CVAR_SERVER, "sv_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
-cvar_t sv_gameplayfix_q2airaccelerate = {CVAR_SERVER, "sv_gameplayfix_q2airaccelerate", "0", "Quake2-style air acceleration"};
-cvar_t sv_gameplayfix_nogravityonground = {CVAR_SERVER, "sv_gameplayfix_nogravityonground", "0", "turn off gravity when on ground (to get rid of sliding)"};
-cvar_t sv_gameplayfix_setmodelrealbox = {CVAR_SERVER, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"};
-cvar_t sv_gameplayfix_slidemoveprojectiles = {CVAR_SERVER, "sv_gameplayfix_slidemoveprojectiles", "1", "allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes"};
-cvar_t sv_gameplayfix_stepdown = {CVAR_SERVER, "sv_gameplayfix_stepdown", "0", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"};
-cvar_t sv_gameplayfix_stepmultipletimes = {CVAR_SERVER, "sv_gameplayfix_stepmultipletimes", "0", "applies step-up onto a ledge more than once in a single frame, when running quickly up stairs"};
-cvar_t sv_gameplayfix_nostepmoveonsteepslopes = {CVAR_SERVER, "sv_gameplayfix_nostepmoveonsteepslopes", "0", "crude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree"};
-cvar_t sv_gameplayfix_swiminbmodels = {CVAR_SERVER, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"};
-cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag = {CVAR_SERVER, "sv_gameplayfix_upwardvelocityclearsongroundflag", "1", "prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods"};
-cvar_t sv_gameplayfix_downtracesupportsongroundflag = {CVAR_SERVER, "sv_gameplayfix_downtracesupportsongroundflag", "1", "prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)"};
-cvar_t sv_gameplayfix_q1bsptracelinereportstexture = {CVAR_SERVER, "sv_gameplayfix_q1bsptracelinereportstexture", "1", "enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately"};
-cvar_t sv_gameplayfix_unstickplayers = {CVAR_SERVER, "sv_gameplayfix_unstickplayers", "1", "big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull."};
-cvar_t sv_gameplayfix_unstickentities = {CVAR_SERVER, "sv_gameplayfix_unstickentities", "1", "hack to check if entities are crossing world collision hull and try to move them to the right position"};
-cvar_t sv_gameplayfix_fixedcheckwatertransition = {CVAR_SERVER, "sv_gameplayfix_fixedcheckwatertransition", "1", "fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames)"};
-cvar_t sv_gameplayfix_customstats = {CVAR_SERVER, "sv_gameplayfix_customstats", "0", "Disable stats higher than 220, for use by certain games such as Xonotic"};
-cvar_t sv_gravity = {CVAR_SERVER | CVAR_NOTIFY, "sv_gravity","800", "how fast you fall (512 = roughly earth gravity)"};
-cvar_t sv_init_frame_count = {CVAR_SERVER, "sv_init_frame_count", "2", "number of frames to run to allow everything to settle before letting clients connect"};
-cvar_t sv_idealpitchscale = {CVAR_SERVER, "sv_idealpitchscale","0.8", "how much to look up/down slopes and stairs when not using freelook"};
-cvar_t sv_jumpstep = {CVAR_SERVER | CVAR_NOTIFY, "sv_jumpstep", "0", "whether you can step up while jumping"};
-cvar_t sv_jumpvelocity = {CVAR_SERVER, "sv_jumpvelocity", "270", "cvar that can be used by QuakeC code for jump velocity"};
-cvar_t sv_maxairspeed = {CVAR_SERVER, "sv_maxairspeed", "30", "maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)"};
-cvar_t sv_maxrate = {CVAR_SERVER | CVAR_SAVE | CVAR_NOTIFY, "sv_maxrate", "1000000", "upper limit on client rate cvar, should reflect your network connection quality"};
-cvar_t sv_maxspeed = {CVAR_SERVER | CVAR_NOTIFY, "sv_maxspeed", "320", "maximum speed a player can accelerate to when on ground (can be exceeded by tricks)"};
-cvar_t sv_maxvelocity = {CVAR_SERVER | CVAR_NOTIFY, "sv_maxvelocity","2000", "universal speed limit on all entities"};
-cvar_t sv_nostep = {CVAR_SERVER | CVAR_NOTIFY, "sv_nostep","0", "prevents MOVETYPE_STEP entities (monsters) from moving"};
-cvar_t sv_playerphysicsqc = {CVAR_SERVER | CVAR_NOTIFY, "sv_playerphysicsqc", "1", "enables QuakeC function to override player physics"};
-cvar_t sv_progs = {CVAR_SERVER, "sv_progs", "progs.dat", "selects which quakec progs.dat file to run" };
-cvar_t sv_protocolname = {CVAR_SERVER, "sv_protocolname", "DP7", "selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)"};
-cvar_t sv_random_seed = {CVAR_SERVER, "sv_random_seed", "", "random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging"};
-cvar_t host_limitlocal = {CVAR_SERVER, "host_limitlocal", "0", "whether to apply rate limiting to the local player in a listen server (only useful for testing)"};
-cvar_t sv_sound_land = {CVAR_SERVER, "sv_sound_land", "demon/dland2.wav", "sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)"};
-cvar_t sv_sound_watersplash = {CVAR_SERVER, "sv_sound_watersplash", "misc/h2ohit1.wav", "sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)"};
-cvar_t sv_stepheight = {CVAR_SERVER | CVAR_NOTIFY, "sv_stepheight", "18", "how high you can step up (TW_SV_STEPCONTROL extension)"};
-cvar_t sv_stopspeed = {CVAR_SERVER | CVAR_NOTIFY, "sv_stopspeed","100", "how fast you come to a complete stop"};
-cvar_t sv_wallfriction = {CVAR_SERVER | CVAR_NOTIFY, "sv_wallfriction", "1", "how much you slow down when sliding along a wall"};
-cvar_t sv_wateraccelerate = {CVAR_SERVER, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
-cvar_t sv_waterfriction = {CVAR_SERVER | CVAR_NOTIFY, "sv_waterfriction","-1", "how fast you slow down, if less than 0 the sv_friction variable is used instead"};
-cvar_t sv_warsowbunny_airforwardaccel = {CVAR_SERVER, "sv_warsowbunny_airforwardaccel", "1.00001", "how fast you accelerate until you reach sv_maxspeed"};
-cvar_t sv_warsowbunny_accel = {CVAR_SERVER, "sv_warsowbunny_accel", "0.1585", "how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)"};
-cvar_t sv_warsowbunny_topspeed = {CVAR_SERVER, "sv_warsowbunny_topspeed", "925", "soft speed limit (can get faster with rjs and on ramps)"};
-cvar_t sv_warsowbunny_turnaccel = {CVAR_SERVER, "sv_warsowbunny_turnaccel", "0", "max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)"};
-cvar_t sv_warsowbunny_backtosideratio = {CVAR_SERVER, "sv_warsowbunny_backtosideratio", "0.8", "lower values make it easier to change direction without losing speed; the drawback is \"understeering\" in sharp turns"};
-cvar_t sv_onlycsqcnetworking = {CVAR_SERVER, "sv_onlycsqcnetworking", "0", "disables legacy entity networking code for higher performance (except on clients, which can still be legacy)"};
-cvar_t sv_areadebug = {CVAR_SERVER, "sv_areadebug", "0", "disables physics culling for debugging purposes (only for development)"};
-cvar_t sys_ticrate = {CVAR_SERVER | CVAR_SAVE, "sys_ticrate","0.0138889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"};
-cvar_t teamplay = {CVAR_SERVER | CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
-cvar_t timelimit = {CVAR_SERVER | CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
-cvar_t sv_threaded = {CVAR_SERVER, "sv_threaded", "0", "enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy"};
-
-cvar_t sv_rollspeed = {CVAR_CLIENT, "sv_rollspeed", "200", "how much strafing is necessary to tilt the view"};
-cvar_t sv_rollangle = {CVAR_CLIENT, "sv_rollangle", "2.0", "how much to tilt the view when strafing"};
-
-cvar_t saved1 = {CVAR_SERVER | CVAR_SAVE, "saved1", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
-cvar_t saved2 = {CVAR_SERVER | CVAR_SAVE, "saved2", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
-cvar_t saved3 = {CVAR_SERVER | CVAR_SAVE, "saved3", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
-cvar_t saved4 = {CVAR_SERVER | CVAR_SAVE, "saved4", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
-cvar_t savedgamecfg = {CVAR_SERVER | CVAR_SAVE, "savedgamecfg", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
-cvar_t scratch1 = {CVAR_SERVER, "scratch1", "0", "unused cvar in quake, can be used by mods"};
-cvar_t scratch2 = {CVAR_SERVER,"scratch2", "0", "unused cvar in quake, can be used by mods"};
-cvar_t scratch3 = {CVAR_SERVER, "scratch3", "0", "unused cvar in quake, can be used by mods"};
-cvar_t scratch4 = {CVAR_SERVER, "scratch4", "0", "unused cvar in quake, can be used by mods"};
-cvar_t temp1 = {CVAR_SERVER, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-
-cvar_t nehx00 = {CVAR_SERVER, "nehx00", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx01 = {CVAR_SERVER, "nehx01", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx02 = {CVAR_SERVER, "nehx02", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx03 = {CVAR_SERVER, "nehx03", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx04 = {CVAR_SERVER, "nehx04", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx05 = {CVAR_SERVER, "nehx05", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx06 = {CVAR_SERVER, "nehx06", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx07 = {CVAR_SERVER, "nehx07", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx08 = {CVAR_SERVER, "nehx08", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx09 = {CVAR_SERVER, "nehx09", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx10 = {CVAR_SERVER, "nehx10", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx11 = {CVAR_SERVER, "nehx11", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx12 = {CVAR_SERVER, "nehx12", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx13 = {CVAR_SERVER, "nehx13", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx14 = {CVAR_SERVER, "nehx14", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx15 = {CVAR_SERVER, "nehx15", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx16 = {CVAR_SERVER, "nehx16", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx17 = {CVAR_SERVER, "nehx17", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx18 = {CVAR_SERVER, "nehx18", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t nehx19 = {CVAR_SERVER, "nehx19", "0", "nehahra data storage cvar (used in singleplayer)"};
-cvar_t cutscene = {CVAR_SERVER, "cutscene", "1", "enables cutscenes in nehahra, can be used by other mods"};
-
-cvar_t sv_autodemo_perclient = {CVAR_SERVER | CVAR_SAVE, "sv_autodemo_perclient", "0", "set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client->server packets (for debugging)"};
-cvar_t sv_autodemo_perclient_nameformat = {CVAR_SERVER | CVAR_SAVE, "sv_autodemo_perclient_nameformat", "sv_autodemos/%Y-%m-%d_%H-%M", "The format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes)" };
-cvar_t sv_autodemo_perclient_discardable = {CVAR_SERVER | CVAR_SAVE, "sv_autodemo_perclient_discardable", "0", "Allow game code to decide whether a demo should be kept or discarded."};
-
-cvar_t halflifebsp = {CVAR_SERVER, "halflifebsp", "0", "indicates the current map is hlbsp format (useful to know because of different bounding box sizes)"};
-cvar_t sv_mapformat_is_quake2 = {CVAR_SERVER, "sv_mapformat_is_quake2", "0", "indicates the current map is q2bsp format (useful to know because of different entity behaviors, .frame on submodels and other things)"};
-cvar_t sv_mapformat_is_quake3 = {CVAR_SERVER, "sv_mapformat_is_quake3", "0", "indicates the current map is q2bsp format (useful to know because of different entity behaviors)"};
+cvar_t sv_worldmessage = {CF_SERVER | CF_READONLY, "sv_worldmessage", "", "title of current level"};
+cvar_t sv_worldname = {CF_SERVER | CF_READONLY, "sv_worldname", "", "name of current worldmodel"};
+cvar_t sv_worldnamenoextension = {CF_SERVER | CF_READONLY, "sv_worldnamenoextension", "", "name of current worldmodel without extension"};
+cvar_t sv_worldbasename = {CF_SERVER | CF_READONLY, "sv_worldbasename", "", "name of current worldmodel without maps/ prefix or extension"};
+
+cvar_t sv_disablenotify = {CF_SERVER, "sv_disablenotify", "0", "suppress broadcast prints when certain cvars are changed (CF_NOTIFY flag in engine code)"};
+cvar_t coop = {CF_SERVER, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
+cvar_t deathmatch = {CF_SERVER, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
+cvar_t fraglimit = {CF_SERVER | CF_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
+cvar_t gamecfg = {CF_SERVER, "gamecfg", "0", "unused cvar in quake, can be used by mods"};
+cvar_t noexit = {CF_SERVER | CF_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
+cvar_t nomonsters = {CF_SERVER, "nomonsters", "0", "unused cvar in quake, can be used by mods"};
+cvar_t pausable = {CF_SERVER, "pausable","1", "allow players to pause or not (otherwise, only the server admin can)"};
+cvar_t pr_checkextension = {CF_SERVER | CF_READONLY, "pr_checkextension", "1", "indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)"};
+cvar_t samelevel = {CF_SERVER | CF_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
+cvar_t skill = {CF_SERVER, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
+cvar_t host_timescale = {CF_CLIENT | CF_SERVER, "host_timescale", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
+
+cvar_t sv_accelerate = {CF_SERVER, "sv_accelerate", "10", "rate at which a player accelerates to sv_maxspeed"};
+cvar_t sv_aim = {CF_SERVER | CF_ARCHIVE, "sv_aim", "2", "maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93"};
+cvar_t sv_airaccel_qw = {CF_SERVER, "sv_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration; when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
+cvar_t sv_airaccel_qw_stretchfactor = {CF_SERVER, "sv_airaccel_qw_stretchfactor", "0", "when set, the maximum acceleration increase the player may get compared to forward-acceleration when strafejumping"};
+cvar_t sv_airaccel_sideways_friction = {CF_SERVER, "sv_airaccel_sideways_friction", "", "anti-sideways movement stabilization (reduces speed gain when zigzagging); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
+cvar_t sv_airaccelerate = {CF_SERVER, "sv_airaccelerate", "-1", "rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
+cvar_t sv_airstopaccelerate = {CF_SERVER, "sv_airstopaccelerate", "0", "when set, replacement for sv_airaccelerate when moving backwards"};
+cvar_t sv_airspeedlimit_nonqw = {CF_SERVER, "sv_airspeedlimit_nonqw", "0", "when set, this is a soft speed limit while in air when using airaccel_qw not equal to 1"};
+cvar_t sv_airstrafeaccelerate = {CF_SERVER, "sv_airstrafeaccelerate", "0", "when set, replacement for sv_airaccelerate when just strafing"};
+cvar_t sv_maxairstrafespeed = {CF_SERVER, "sv_maxairstrafespeed", "0", "when set, replacement for sv_maxairspeed when just strafing"};
+cvar_t sv_airstrafeaccel_qw = {CF_SERVER, "sv_airstrafeaccel_qw", "0", "when set, replacement for sv_airaccel_qw when just strafing"};
+cvar_t sv_aircontrol = {CF_SERVER, "sv_aircontrol", "0", "CPMA-style air control"};
+cvar_t sv_aircontrol_power = {CF_SERVER, "sv_aircontrol_power", "2", "CPMA-style air control exponent"};
+cvar_t sv_aircontrol_penalty = {CF_SERVER, "sv_aircontrol_penalty", "0", "deceleration while using CPMA-style air control"};
+cvar_t sv_allowdownloads = {CF_SERVER, "sv_allowdownloads", "1", "whether to allow clients to download files from the server (does not affect http downloads)"};
+cvar_t sv_allowdownloads_archive = {CF_SERVER, "sv_allowdownloads_archive", "0", "whether to allow downloads of archives (pak/pk3)"};
+cvar_t sv_allowdownloads_config = {CF_SERVER, "sv_allowdownloads_config", "0", "whether to allow downloads of config files (cfg)"};
+cvar_t sv_allowdownloads_dlcache = {CF_SERVER, "sv_allowdownloads_dlcache", "0", "whether to allow downloads of dlcache files (dlcache/)"};
+cvar_t sv_allowdownloads_inarchive = {CF_SERVER, "sv_allowdownloads_inarchive", "0", "whether to allow downloads from archives (pak/pk3)"};
+cvar_t sv_areagrid_mingridsize = {CF_SERVER | CF_NOTIFY, "sv_areagrid_mingridsize", "128", "minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects"};
+cvar_t sv_checkforpacketsduringsleep = {CF_SERVER, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
+cvar_t sv_clmovement_enable = {CF_SERVER, "sv_clmovement_enable", "1", "whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players"};
+cvar_t sv_clmovement_minping = {CF_SERVER, "sv_clmovement_minping", "0", "if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)"};
+cvar_t sv_clmovement_minping_disabletime = {CF_SERVER, "sv_clmovement_minping_disabletime", "1000", "when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)"};
+cvar_t sv_clmovement_inputtimeout = {CF_SERVER, "sv_clmovement_inputtimeout", "0.2", "when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)"};
+cvar_t sv_cullentities_nevercullbmodels = {CF_SERVER, "sv_cullentities_nevercullbmodels", "0", "if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)"};
+cvar_t sv_cullentities_pvs = {CF_SERVER, "sv_cullentities_pvs", "1", "fast but loose culling of hidden entities"};
+cvar_t sv_cullentities_stats = {CF_SERVER, "sv_cullentities_stats", "0", "displays stats on network entities culled by various methods for each client"};
+cvar_t sv_cullentities_trace = {CF_SERVER, "sv_cullentities_trace", "0", "somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless"};
+cvar_t sv_cullentities_trace_delay = {CF_SERVER, "sv_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
+cvar_t sv_cullentities_trace_delay_players = {CF_SERVER, "sv_cullentities_trace_delay_players", "0.2", "number of seconds until the entity gets actually culled if it is a player entity"};
+cvar_t sv_cullentities_trace_enlarge = {CF_SERVER, "sv_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
+cvar_t sv_cullentities_trace_expand = {CF_SERVER, "sv_cullentities_trace_expand", "0", "box is expanded by this many units for entity culling"};
+cvar_t sv_cullentities_trace_eyejitter = {CF_SERVER, "sv_cullentities_trace_eyejitter", "16", "jitter the eye by this much for each trace"};
+cvar_t sv_cullentities_trace_prediction = {CF_SERVER, "sv_cullentities_trace_prediction", "1", "also trace from the predicted player position"};
+cvar_t sv_cullentities_trace_prediction_time = {CF_SERVER, "sv_cullentities_trace_prediction_time", "0.2", "how many seconds of prediction to use"};
+cvar_t sv_cullentities_trace_entityocclusion = {CF_SERVER, "sv_cullentities_trace_entityocclusion", "0", "also check if doors and other bsp models are in the way"};
+cvar_t sv_cullentities_trace_samples = {CF_SERVER, "sv_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
+cvar_t sv_cullentities_trace_samples_extra = {CF_SERVER, "sv_cullentities_trace_samples_extra", "2", "number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight"};
+cvar_t sv_cullentities_trace_samples_players = {CF_SERVER, "sv_cullentities_trace_samples_players", "8", "number of samples to test for entity culling when the entity is a player entity"};
+cvar_t sv_debugmove = {CF_SERVER | CF_NOTIFY, "sv_debugmove", "0", "disables collision detection optimizations for debugging purposes"};
+cvar_t sv_echobprint = {CF_SERVER | CF_ARCHIVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
+cvar_t sv_edgefriction = {CF_SERVER, "edgefriction", "1", "how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code)"};
+cvar_t sv_entpatch = {CF_SERVER, "sv_entpatch", "1", "enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)"};
+cvar_t sv_freezenonclients = {CF_SERVER | CF_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
+cvar_t sv_friction = {CF_SERVER | CF_NOTIFY, "sv_friction","4", "how fast you slow down"};
+cvar_t sv_gameplayfix_blowupfallenzombies = {CF_SERVER, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
+cvar_t sv_gameplayfix_consistentplayerprethink = {CF_SERVER, "sv_gameplayfix_consistentplayerprethink", "0", "improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions"};
+cvar_t sv_gameplayfix_delayprojectiles = {CF_SERVER, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"};
+cvar_t sv_gameplayfix_droptofloorstartsolid = {CF_SERVER, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"};
+cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect = {CF_SERVER, "sv_gameplayfix_droptofloorstartsolid_nudgetocorrect", "1", "tries to nudge stuck items and monsters out of walls before droptofloor is performed"};
+cvar_t sv_gameplayfix_easierwaterjump = {CF_SERVER, "sv_gameplayfix_easierwaterjump", "1", "changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)"};
+cvar_t sv_gameplayfix_findradiusdistancetobox = {CF_SERVER, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"};
+cvar_t sv_gameplayfix_gravityunaffectedbyticrate = {CF_SERVER, "sv_gameplayfix_gravityunaffectedbyticrate", "0", "fix some ticrate issues in physics."};
+cvar_t sv_gameplayfix_grenadebouncedownslopes = {CF_SERVER, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"};
+cvar_t sv_gameplayfix_multiplethinksperframe = {CF_SERVER, "sv_gameplayfix_multiplethinksperframe", "1", "allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons"};
+cvar_t sv_gameplayfix_noairborncorpse = {CF_SERVER, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
+cvar_t sv_gameplayfix_noairborncorpse_allowsuspendeditems = {CF_SERVER, "sv_gameplayfix_noairborncorpse_allowsuspendeditems", "1", "causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)"};
+cvar_t sv_gameplayfix_nudgeoutofsolid = {CF_SERVER, "sv_gameplayfix_nudgeoutofsolid", "0", "attempts to fix physics errors (where an object ended up in solid for some reason)"};
+cvar_t sv_gameplayfix_nudgeoutofsolid_separation = {CF_SERVER, "sv_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
+cvar_t sv_gameplayfix_q2airaccelerate = {CF_SERVER, "sv_gameplayfix_q2airaccelerate", "0", "Quake2-style air acceleration"};
+cvar_t sv_gameplayfix_nogravityonground = {CF_SERVER, "sv_gameplayfix_nogravityonground", "0", "turn off gravity when on ground (to get rid of sliding)"};
+cvar_t sv_gameplayfix_setmodelrealbox = {CF_SERVER, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"};
+cvar_t sv_gameplayfix_slidemoveprojectiles = {CF_SERVER, "sv_gameplayfix_slidemoveprojectiles", "1", "allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes"};
+cvar_t sv_gameplayfix_stepdown = {CF_SERVER, "sv_gameplayfix_stepdown", "0", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"};
+cvar_t sv_gameplayfix_stepmultipletimes = {CF_SERVER, "sv_gameplayfix_stepmultipletimes", "0", "applies step-up onto a ledge more than once in a single frame, when running quickly up stairs"};
+cvar_t sv_gameplayfix_nostepmoveonsteepslopes = {CF_SERVER, "sv_gameplayfix_nostepmoveonsteepslopes", "0", "crude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree"};
+cvar_t sv_gameplayfix_swiminbmodels = {CF_SERVER, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"};
+cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag = {CF_SERVER, "sv_gameplayfix_upwardvelocityclearsongroundflag", "1", "prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods"};
+cvar_t sv_gameplayfix_downtracesupportsongroundflag = {CF_SERVER, "sv_gameplayfix_downtracesupportsongroundflag", "1", "prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)"};
+cvar_t sv_gameplayfix_q1bsptracelinereportstexture = {CF_SERVER, "sv_gameplayfix_q1bsptracelinereportstexture", "1", "enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately"};
+cvar_t sv_gameplayfix_unstickplayers = {CF_SERVER, "sv_gameplayfix_unstickplayers", "1", "big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull."};
+cvar_t sv_gameplayfix_unstickentities = {CF_SERVER, "sv_gameplayfix_unstickentities", "1", "hack to check if entities are crossing world collision hull and try to move them to the right position"};
+cvar_t sv_gameplayfix_fixedcheckwatertransition = {CF_SERVER, "sv_gameplayfix_fixedcheckwatertransition", "1", "fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames)"};
+cvar_t sv_gameplayfix_customstats = {CF_SERVER, "sv_gameplayfix_customstats", "0", "Disable stats higher than 220, for use by certain games such as Xonotic"};
+cvar_t sv_gravity = {CF_SERVER | CF_NOTIFY, "sv_gravity","800", "how fast you fall (512 = roughly earth gravity)"};
+cvar_t sv_init_frame_count = {CF_SERVER, "sv_init_frame_count", "2", "number of frames to run to allow everything to settle before letting clients connect"};
+cvar_t sv_idealpitchscale = {CF_SERVER, "sv_idealpitchscale","0.8", "how much to look up/down slopes and stairs when not using freelook"};
+cvar_t sv_jumpstep = {CF_SERVER | CF_NOTIFY, "sv_jumpstep", "0", "whether you can step up while jumping"};
+cvar_t sv_jumpvelocity = {CF_SERVER, "sv_jumpvelocity", "270", "cvar that can be used by QuakeC code for jump velocity"};
+cvar_t sv_maxairspeed = {CF_SERVER, "sv_maxairspeed", "30", "maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)"};
+cvar_t sv_maxrate = {CF_SERVER | CF_ARCHIVE | CF_NOTIFY, "sv_maxrate", "1000000", "upper limit on client rate cvar, should reflect your network connection quality"};
+cvar_t sv_maxspeed = {CF_SERVER | CF_NOTIFY, "sv_maxspeed", "320", "maximum speed a player can accelerate to when on ground (can be exceeded by tricks)"};
+cvar_t sv_maxvelocity = {CF_SERVER | CF_NOTIFY, "sv_maxvelocity","2000", "universal speed limit on all entities"};
+cvar_t sv_nostep = {CF_SERVER | CF_NOTIFY, "sv_nostep","0", "prevents MOVETYPE_STEP entities (monsters) from moving"};
+cvar_t sv_playerphysicsqc = {CF_SERVER | CF_NOTIFY, "sv_playerphysicsqc", "1", "enables QuakeC function to override player physics"};
+cvar_t sv_progs = {CF_SERVER, "sv_progs", "progs.dat", "selects which quakec progs.dat file to run" };
+cvar_t sv_protocolname = {CF_SERVER, "sv_protocolname", "DP7", "selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)"};
+cvar_t sv_random_seed = {CF_SERVER, "sv_random_seed", "", "random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging"};
+cvar_t host_limitlocal = {CF_SERVER, "host_limitlocal", "0", "whether to apply rate limiting to the local player in a listen server (only useful for testing)"};
+cvar_t sv_sound_land = {CF_SERVER, "sv_sound_land", "demon/dland2.wav", "sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)"};
+cvar_t sv_sound_watersplash = {CF_SERVER, "sv_sound_watersplash", "misc/h2ohit1.wav", "sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)"};
+cvar_t sv_stepheight = {CF_SERVER | CF_NOTIFY, "sv_stepheight", "18", "how high you can step up (TW_SV_STEPCONTROL extension)"};
+cvar_t sv_stopspeed = {CF_SERVER | CF_NOTIFY, "sv_stopspeed","100", "how fast you come to a complete stop"};
+cvar_t sv_wallfriction = {CF_SERVER | CF_NOTIFY, "sv_wallfriction", "1", "how much you slow down when sliding along a wall"};
+cvar_t sv_wateraccelerate = {CF_SERVER, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
+cvar_t sv_waterfriction = {CF_SERVER | CF_NOTIFY, "sv_waterfriction","-1", "how fast you slow down, if less than 0 the sv_friction variable is used instead"};
+cvar_t sv_warsowbunny_airforwardaccel = {CF_SERVER, "sv_warsowbunny_airforwardaccel", "1.00001", "how fast you accelerate until you reach sv_maxspeed"};
+cvar_t sv_warsowbunny_accel = {CF_SERVER, "sv_warsowbunny_accel", "0.1585", "how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)"};
+cvar_t sv_warsowbunny_topspeed = {CF_SERVER, "sv_warsowbunny_topspeed", "925", "soft speed limit (can get faster with rjs and on ramps)"};
+cvar_t sv_warsowbunny_turnaccel = {CF_SERVER, "sv_warsowbunny_turnaccel", "0", "max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)"};
+cvar_t sv_warsowbunny_backtosideratio = {CF_SERVER, "sv_warsowbunny_backtosideratio", "0.8", "lower values make it easier to change direction without losing speed; the drawback is \"understeering\" in sharp turns"};
+cvar_t sv_onlycsqcnetworking = {CF_SERVER, "sv_onlycsqcnetworking", "0", "disables legacy entity networking code for higher performance (except on clients, which can still be legacy)"};
+cvar_t sv_areadebug = {CF_SERVER, "sv_areadebug", "0", "disables physics culling for debugging purposes (only for development)"};
+cvar_t sys_ticrate = {CF_SERVER | CF_ARCHIVE, "sys_ticrate","0.0138889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"};
+cvar_t teamplay = {CF_SERVER | CF_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
+cvar_t timelimit = {CF_SERVER | CF_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
+cvar_t sv_threaded = {CF_SERVER, "sv_threaded", "0", "enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy"};
+
+cvar_t sv_rollspeed = {CF_CLIENT, "sv_rollspeed", "200", "how much strafing is necessary to tilt the view"};
+cvar_t sv_rollangle = {CF_CLIENT, "sv_rollangle", "2.0", "how much to tilt the view when strafing"};
+
+cvar_t saved1 = {CF_SERVER | CF_ARCHIVE, "saved1", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved2 = {CF_SERVER | CF_ARCHIVE, "saved2", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved3 = {CF_SERVER | CF_ARCHIVE, "saved3", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved4 = {CF_SERVER | CF_ARCHIVE, "saved4", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t savedgamecfg = {CF_SERVER | CF_ARCHIVE, "savedgamecfg", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t scratch1 = {CF_SERVER, "scratch1", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch2 = {CF_SERVER,"scratch2", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch3 = {CF_SERVER, "scratch3", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch4 = {CF_SERVER, "scratch4", "0", "unused cvar in quake, can be used by mods"};
+cvar_t temp1 = {CF_SERVER, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
+
+cvar_t nehx00 = {CF_SERVER, "nehx00", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx01 = {CF_SERVER, "nehx01", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx02 = {CF_SERVER, "nehx02", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx03 = {CF_SERVER, "nehx03", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx04 = {CF_SERVER, "nehx04", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx05 = {CF_SERVER, "nehx05", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx06 = {CF_SERVER, "nehx06", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx07 = {CF_SERVER, "nehx07", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx08 = {CF_SERVER, "nehx08", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx09 = {CF_SERVER, "nehx09", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx10 = {CF_SERVER, "nehx10", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx11 = {CF_SERVER, "nehx11", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx12 = {CF_SERVER, "nehx12", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx13 = {CF_SERVER, "nehx13", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx14 = {CF_SERVER, "nehx14", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx15 = {CF_SERVER, "nehx15", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx16 = {CF_SERVER, "nehx16", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx17 = {CF_SERVER, "nehx17", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx18 = {CF_SERVER, "nehx18", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx19 = {CF_SERVER, "nehx19", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t cutscene = {CF_SERVER, "cutscene", "1", "enables cutscenes in nehahra, can be used by other mods"};
+
+cvar_t sv_autodemo_perclient = {CF_SERVER | CF_ARCHIVE, "sv_autodemo_perclient", "0", "set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client->server packets (for debugging)"};
+cvar_t sv_autodemo_perclient_nameformat = {CF_SERVER | CF_ARCHIVE, "sv_autodemo_perclient_nameformat", "sv_autodemos/%Y-%m-%d_%H-%M", "The format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes)" };
+cvar_t sv_autodemo_perclient_discardable = {CF_SERVER | CF_ARCHIVE, "sv_autodemo_perclient_discardable", "0", "Allow game code to decide whether a demo should be kept or discarded."};
+
+cvar_t halflifebsp = {CF_SERVER, "halflifebsp", "0", "indicates the current map is hlbsp format (useful to know because of different bounding box sizes)"};
+cvar_t sv_mapformat_is_quake2 = {CF_SERVER, "sv_mapformat_is_quake2", "0", "indicates the current map is q2bsp format (useful to know because of different entity behaviors, .frame on submodels and other things)"};
+cvar_t sv_mapformat_is_quake3 = {CF_SERVER, "sv_mapformat_is_quake3", "0", "indicates the current map is q2bsp format (useful to know because of different entity behaviors)"};
server_t sv;
server_static_t svs;
Cvar_RegisterVariable (&csqc_progsize);
Cvar_RegisterVariable (&csqc_usedemoprogs);
- Cmd_AddCommand(CMD_SHARED, "sv_saveentfile", SV_SaveEntFile_f, "save map entities to .ent file (to allow external editing)");
- Cmd_AddCommand(CMD_SHARED, "sv_areastats", SV_AreaStats_f, "prints statistics on entity culling during collision traces");
- Cmd_AddCommand(CMD_CLIENT | CMD_SERVER_FROM_CLIENT, "sv_startdownload", SV_StartDownload_f, "begins sending a file to the client (network protocol use only)");
- Cmd_AddCommand(CMD_CLIENT | CMD_SERVER_FROM_CLIENT, "download", SV_Download_f, "downloads a specified file from the server");
+ Cmd_AddCommand(CF_SHARED, "sv_saveentfile", SV_SaveEntFile_f, "save map entities to .ent file (to allow external editing)");
+ Cmd_AddCommand(CF_SHARED, "sv_areastats", SV_AreaStats_f, "prints statistics on entity culling during collision traces");
+ Cmd_AddCommand(CF_CLIENT | CF_SERVER_FROM_CLIENT, "sv_startdownload", SV_StartDownload_f, "begins sending a file to the client (network protocol use only)");
+ Cmd_AddCommand(CF_CLIENT | CF_SERVER_FROM_CLIENT, "download", SV_Download_f, "downloads a specified file from the server");
Cvar_RegisterVariable (&sv_disablenotify);
Cvar_RegisterVariable (&coop);
#endif
// this one is referenced elsewhere
-cvar_t sys_usenoclockbutbenchmark = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sys_usenoclockbutbenchmark", "0", "don't use ANY real timing, and simulate a clock (for benchmarking); the game then runs as fast as possible. Run a QC mod with bots that does some stuff, then does a quit at the end, to benchmark a server. NEVER do this on a public server."};
+cvar_t sys_usenoclockbutbenchmark = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sys_usenoclockbutbenchmark", "0", "don't use ANY real timing, and simulate a clock (for benchmarking); the game then runs as fast as possible. Run a QC mod with bots that does some stuff, then does a quit at the end, to benchmark a server. NEVER do this on a public server."};
// these are not
-static cvar_t sys_debugsleep = {CVAR_CLIENT | CVAR_SERVER, "sys_debugsleep", "0", "write requested and attained sleep times to standard output, to be used with gnuplot"};
-static cvar_t sys_usesdlgetticks = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sys_usesdlgetticks", "0", "use SDL_GetTicks() timer (less accurate, for debugging)"};
-static cvar_t sys_usesdldelay = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sys_usesdldelay", "0", "use SDL_Delay() (less accurate, for debugging)"};
+static cvar_t sys_debugsleep = {CF_CLIENT | CF_SERVER, "sys_debugsleep", "0", "write requested and attained sleep times to standard output, to be used with gnuplot"};
+static cvar_t sys_usesdlgetticks = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sys_usesdlgetticks", "0", "use SDL_GetTicks() timer (less accurate, for debugging)"};
+static cvar_t sys_usesdldelay = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sys_usesdldelay", "0", "use SDL_Delay() (less accurate, for debugging)"};
#if HAVE_QUERYPERFORMANCECOUNTER
-static cvar_t sys_usequeryperformancecounter = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sys_usequeryperformancecounter", "0", "use windows QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) for timing rather than timeGetTime function (which has issues on some motherboards)"};
+static cvar_t sys_usequeryperformancecounter = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sys_usequeryperformancecounter", "0", "use windows QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) for timing rather than timeGetTime function (which has issues on some motherboards)"};
#endif
#if HAVE_CLOCKGETTIME
-static cvar_t sys_useclockgettime = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "sys_useclockgettime", "1", "use POSIX clock_gettime function (not adjusted by NTP on some older Linux kernels) for timing rather than gettimeofday (which has issues if the system time is stepped by ntpdate, or apparently on some Xen installations)"};
+static cvar_t sys_useclockgettime = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "sys_useclockgettime", "1", "use POSIX clock_gettime function (not adjusted by NTP on some older Linux kernels) for timing rather than gettimeofday (which has issues if the system time is stepped by ntpdate, or apparently on some Xen installations)"};
#endif
static double benchmark_time; // actually always contains an integer amount of milliseconds, will eventually "overflow"
#include "quakedef.h"
#include "taskqueue.h"
-cvar_t taskqueue_minthreads = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "taskqueue_minthreads", "0", "minimum number of threads to keep active for executing tasks"};
-cvar_t taskqueue_maxthreads = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "taskqueue_maxthreads", "32", "maximum number of threads to start up as needed based on task count"};
-cvar_t taskqueue_tasksperthread = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "taskqueue_tasksperthread", "4000", "expected amount of work that a single thread can do in a frame - the number of threads being used depends on the average workload in recent frames"};
+cvar_t taskqueue_minthreads = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "taskqueue_minthreads", "0", "minimum number of threads to keep active for executing tasks"};
+cvar_t taskqueue_maxthreads = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "taskqueue_maxthreads", "32", "maximum number of threads to start up as needed based on task count"};
+cvar_t taskqueue_tasksperthread = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "taskqueue_tasksperthread", "4000", "expected amount of work that a single thread can do in a frame - the number of threads being used depends on the average workload in recent frames"};
#define MAXTHREADS 1024
#define RECENTFRAMES 64 // averaging thread activity over this many frames to decide how many threads we need
================================================================================
*/
// for compatibility this defaults to 0
-cvar_t utf8_enable = {CVAR_CLIENT | CVAR_SERVER | CVAR_SAVE, "utf8_enable", "0", "Enable UTF-8 support. For compatibility, this is disabled by default in most games."};
+cvar_t utf8_enable = {CF_CLIENT | CF_SERVER | CF_ARCHIVE, "utf8_enable", "0", "Enable UTF-8 support. For compatibility, this is disabled by default in most games."};
void u8_Init(void)
{
#include <IOKit/hidsystem/IOHIDLib.h>
#include <IOKit/hidsystem/IOHIDParameter.h>
#include <IOKit/hidsystem/event_status_driver.h>
-static cvar_t apple_mouse_noaccel = {CVAR_CLIENT | CVAR_SAVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
+static cvar_t apple_mouse_noaccel = {CF_CLIENT | CF_ARCHIVE, "apple_mouse_noaccel", "1", "disables mouse acceleration while DarkPlaces is active"};
static qbool vid_usingnoaccel;
static double originalMouseSpeed = -1.0;
io_connect_t IN_GetIOHandle(void)
static qbool vid_usingvsync = false;
static SDL_Joystick *vid_sdljoystick = NULL;
static SDL_GameController *vid_sdlgamecontroller = NULL;
-static cvar_t joy_sdl2_trigger_deadzone = {CVAR_SAVE | CVAR_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
+static cvar_t joy_sdl2_trigger_deadzone = {CF_ARCHIVE | CF_CLIENT, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
// GAME_STEELSTORM specific
static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
vid_joystate_t vid_joystate;
#ifdef WIN32
-cvar_t joy_xinputavailable = {CVAR_CLIENT | CVAR_READONLY, "joy_xinputavailable", "0", "indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)"};
+cvar_t joy_xinputavailable = {CF_CLIENT | CF_READONLY, "joy_xinputavailable", "0", "indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)"};
#endif
-cvar_t joy_active = {CVAR_CLIENT | CVAR_READONLY, "joy_active", "0", "indicates that a joystick is active (detected and enabled)"};
-cvar_t joy_detected = {CVAR_CLIENT | CVAR_READONLY, "joy_detected", "0", "number of joysticks detected by engine"};
-cvar_t joy_enable = {CVAR_CLIENT | CVAR_SAVE, "joy_enable", "0", "enables joystick support"};
-cvar_t joy_index = {CVAR_CLIENT, "joy_index", "0", "selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)"};
-cvar_t joy_axisforward = {CVAR_CLIENT, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"};
-cvar_t joy_axisside = {CVAR_CLIENT, "joy_axisside", "0", "which joystick axis to query for right/left movement"};
-cvar_t joy_axisup = {CVAR_CLIENT, "joy_axisup", "-1", "which joystick axis to query for up/down movement"};
-cvar_t joy_axispitch = {CVAR_CLIENT, "joy_axispitch", "3", "which joystick axis to query for looking up/down"};
-cvar_t joy_axisyaw = {CVAR_CLIENT, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"};
-cvar_t joy_axisroll = {CVAR_CLIENT, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
-cvar_t joy_deadzoneforward = {CVAR_CLIENT, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneside = {CVAR_CLIENT, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneup = {CVAR_CLIENT, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzonepitch = {CVAR_CLIENT, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneyaw = {CVAR_CLIENT, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_deadzoneroll = {CVAR_CLIENT, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_sensitivityforward = {CVAR_CLIENT, "joy_sensitivityforward", "-1", "movement multiplier"};
-cvar_t joy_sensitivityside = {CVAR_CLIENT, "joy_sensitivityside", "1", "movement multiplier"};
-cvar_t joy_sensitivityup = {CVAR_CLIENT, "joy_sensitivityup", "1", "movement multiplier"};
-cvar_t joy_sensitivitypitch = {CVAR_CLIENT, "joy_sensitivitypitch", "1", "movement multiplier"};
-cvar_t joy_sensitivityyaw = {CVAR_CLIENT, "joy_sensitivityyaw", "-1", "movement multiplier"};
-cvar_t joy_sensitivityroll = {CVAR_CLIENT, "joy_sensitivityroll", "1", "movement multiplier"};
-cvar_t joy_axiskeyevents = {CVAR_CLIENT | CVAR_SAVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
-cvar_t joy_axiskeyevents_deadzone = {CVAR_CLIENT | CVAR_SAVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"};
-cvar_t joy_x360_axisforward = {CVAR_CLIENT, "joy_x360_axisforward", "1", "which joystick axis to query for forward/backward movement"};
-cvar_t joy_x360_axisside = {CVAR_CLIENT, "joy_x360_axisside", "0", "which joystick axis to query for right/left movement"};
-cvar_t joy_x360_axisup = {CVAR_CLIENT, "joy_x360_axisup", "-1", "which joystick axis to query for up/down movement"};
-cvar_t joy_x360_axispitch = {CVAR_CLIENT, "joy_x360_axispitch", "3", "which joystick axis to query for looking up/down"};
-cvar_t joy_x360_axisyaw = {CVAR_CLIENT, "joy_x360_axisyaw", "2", "which joystick axis to query for looking right/left"};
-cvar_t joy_x360_axisroll = {CVAR_CLIENT, "joy_x360_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
-cvar_t joy_x360_deadzoneforward = {CVAR_CLIENT, "joy_x360_deadzoneforward", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_x360_deadzoneside = {CVAR_CLIENT, "joy_x360_deadzoneside", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_x360_deadzoneup = {CVAR_CLIENT, "joy_x360_deadzoneup", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_x360_deadzonepitch = {CVAR_CLIENT, "joy_x360_deadzonepitch", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_x360_deadzoneyaw = {CVAR_CLIENT, "joy_x360_deadzoneyaw", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_x360_deadzoneroll = {CVAR_CLIENT, "joy_x360_deadzoneroll", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
-cvar_t joy_x360_sensitivityforward = {CVAR_CLIENT, "joy_x360_sensitivityforward", "1", "movement multiplier"};
-cvar_t joy_x360_sensitivityside = {CVAR_CLIENT, "joy_x360_sensitivityside", "1", "movement multiplier"};
-cvar_t joy_x360_sensitivityup = {CVAR_CLIENT, "joy_x360_sensitivityup", "1", "movement multiplier"};
-cvar_t joy_x360_sensitivitypitch = {CVAR_CLIENT, "joy_x360_sensitivitypitch", "-1", "movement multiplier"};
-cvar_t joy_x360_sensitivityyaw = {CVAR_CLIENT, "joy_x360_sensitivityyaw", "-1", "movement multiplier"};
-cvar_t joy_x360_sensitivityroll = {CVAR_CLIENT, "joy_x360_sensitivityroll", "1", "movement multiplier"};
+cvar_t joy_active = {CF_CLIENT | CF_READONLY, "joy_active", "0", "indicates that a joystick is active (detected and enabled)"};
+cvar_t joy_detected = {CF_CLIENT | CF_READONLY, "joy_detected", "0", "number of joysticks detected by engine"};
+cvar_t joy_enable = {CF_CLIENT | CF_ARCHIVE, "joy_enable", "0", "enables joystick support"};
+cvar_t joy_index = {CF_CLIENT, "joy_index", "0", "selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)"};
+cvar_t joy_axisforward = {CF_CLIENT, "joy_axisforward", "1", "which joystick axis to query for forward/backward movement"};
+cvar_t joy_axisside = {CF_CLIENT, "joy_axisside", "0", "which joystick axis to query for right/left movement"};
+cvar_t joy_axisup = {CF_CLIENT, "joy_axisup", "-1", "which joystick axis to query for up/down movement"};
+cvar_t joy_axispitch = {CF_CLIENT, "joy_axispitch", "3", "which joystick axis to query for looking up/down"};
+cvar_t joy_axisyaw = {CF_CLIENT, "joy_axisyaw", "2", "which joystick axis to query for looking right/left"};
+cvar_t joy_axisroll = {CF_CLIENT, "joy_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
+cvar_t joy_deadzoneforward = {CF_CLIENT, "joy_deadzoneforward", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneside = {CF_CLIENT, "joy_deadzoneside", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneup = {CF_CLIENT, "joy_deadzoneup", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzonepitch = {CF_CLIENT, "joy_deadzonepitch", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneyaw = {CF_CLIENT, "joy_deadzoneyaw", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_deadzoneroll = {CF_CLIENT, "joy_deadzoneroll", "0", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_sensitivityforward = {CF_CLIENT, "joy_sensitivityforward", "-1", "movement multiplier"};
+cvar_t joy_sensitivityside = {CF_CLIENT, "joy_sensitivityside", "1", "movement multiplier"};
+cvar_t joy_sensitivityup = {CF_CLIENT, "joy_sensitivityup", "1", "movement multiplier"};
+cvar_t joy_sensitivitypitch = {CF_CLIENT, "joy_sensitivitypitch", "1", "movement multiplier"};
+cvar_t joy_sensitivityyaw = {CF_CLIENT, "joy_sensitivityyaw", "-1", "movement multiplier"};
+cvar_t joy_sensitivityroll = {CF_CLIENT, "joy_sensitivityroll", "1", "movement multiplier"};
+cvar_t joy_axiskeyevents = {CF_CLIENT | CF_ARCHIVE, "joy_axiskeyevents", "0", "generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them"};
+cvar_t joy_axiskeyevents_deadzone = {CF_CLIENT | CF_ARCHIVE, "joy_axiskeyevents_deadzone", "0.5", "deadzone value for axes"};
+cvar_t joy_x360_axisforward = {CF_CLIENT, "joy_x360_axisforward", "1", "which joystick axis to query for forward/backward movement"};
+cvar_t joy_x360_axisside = {CF_CLIENT, "joy_x360_axisside", "0", "which joystick axis to query for right/left movement"};
+cvar_t joy_x360_axisup = {CF_CLIENT, "joy_x360_axisup", "-1", "which joystick axis to query for up/down movement"};
+cvar_t joy_x360_axispitch = {CF_CLIENT, "joy_x360_axispitch", "3", "which joystick axis to query for looking up/down"};
+cvar_t joy_x360_axisyaw = {CF_CLIENT, "joy_x360_axisyaw", "2", "which joystick axis to query for looking right/left"};
+cvar_t joy_x360_axisroll = {CF_CLIENT, "joy_x360_axisroll", "-1", "which joystick axis to query for tilting head right/left"};
+cvar_t joy_x360_deadzoneforward = {CF_CLIENT, "joy_x360_deadzoneforward", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneside = {CF_CLIENT, "joy_x360_deadzoneside", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneup = {CF_CLIENT, "joy_x360_deadzoneup", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzonepitch = {CF_CLIENT, "joy_x360_deadzonepitch", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneyaw = {CF_CLIENT, "joy_x360_deadzoneyaw", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_deadzoneroll = {CF_CLIENT, "joy_x360_deadzoneroll", "0.266", "deadzone tolerance, suggested values are in the range 0 to 0.01"};
+cvar_t joy_x360_sensitivityforward = {CF_CLIENT, "joy_x360_sensitivityforward", "1", "movement multiplier"};
+cvar_t joy_x360_sensitivityside = {CF_CLIENT, "joy_x360_sensitivityside", "1", "movement multiplier"};
+cvar_t joy_x360_sensitivityup = {CF_CLIENT, "joy_x360_sensitivityup", "1", "movement multiplier"};
+cvar_t joy_x360_sensitivitypitch = {CF_CLIENT, "joy_x360_sensitivitypitch", "-1", "movement multiplier"};
+cvar_t joy_x360_sensitivityyaw = {CF_CLIENT, "joy_x360_sensitivityyaw", "-1", "movement multiplier"};
+cvar_t joy_x360_sensitivityroll = {CF_CLIENT, "joy_x360_sensitivityroll", "1", "movement multiplier"};
// VorteX: more info cvars, mostly set in VID_CheckExtensions
-cvar_t gl_info_vendor = {CVAR_CLIENT | CVAR_READONLY, "gl_info_vendor", "", "indicates brand of graphics chip"};
-cvar_t gl_info_renderer = {CVAR_CLIENT | CVAR_READONLY, "gl_info_renderer", "", "indicates graphics chip model and other information"};
-cvar_t gl_info_version = {CVAR_CLIENT | CVAR_READONLY, "gl_info_version", "", "indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc."};
-cvar_t gl_info_extensions = {CVAR_CLIENT | CVAR_READONLY, "gl_info_extensions", "", "indicates extension list found by engine, space separated."};
-cvar_t gl_info_platform = {CVAR_CLIENT | CVAR_READONLY, "gl_info_platform", "", "indicates GL platform: WGL, GLX, or AGL."};
-cvar_t gl_info_driver = {CVAR_CLIENT | CVAR_READONLY, "gl_info_driver", "", "name of driver library (opengl32.dll, libGL.so.1, or whatever)."};
-
-cvar_t vid_fullscreen = {CVAR_CLIENT | CVAR_SAVE, "vid_fullscreen", "1", "use fullscreen (1) or windowed (0)"};
-cvar_t vid_borderless = {CVAR_CLIENT | CVAR_SAVE, "vid_borderless", "0", "make the window borderless by removing all window decorations. has no effect in fullscreen mode"};
-cvar_t vid_width = {CVAR_CLIENT | CVAR_SAVE, "vid_width", "640", "resolution"};
-cvar_t vid_height = {CVAR_CLIENT | CVAR_SAVE, "vid_height", "480", "resolution"};
-cvar_t vid_bitsperpixel = {CVAR_CLIENT | CVAR_READONLY, "vid_bitsperpixel", "32", "how many bits per pixel to render at (this is not currently configurable)"};
-cvar_t vid_samples = {CVAR_CLIENT | CVAR_SAVE, "vid_samples", "1", "how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)"};
-cvar_t vid_refreshrate = {CVAR_CLIENT | CVAR_SAVE, "vid_refreshrate", "60", "refresh rate to use, in hz (higher values flicker less, if supported by your monitor)"};
-cvar_t vid_userefreshrate = {CVAR_CLIENT | CVAR_SAVE, "vid_userefreshrate", "0", "set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default"};
-cvar_t vid_stereobuffer = {CVAR_CLIENT | CVAR_SAVE, "vid_stereobuffer", "0", "enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers"};
+cvar_t gl_info_vendor = {CF_CLIENT | CF_READONLY, "gl_info_vendor", "", "indicates brand of graphics chip"};
+cvar_t gl_info_renderer = {CF_CLIENT | CF_READONLY, "gl_info_renderer", "", "indicates graphics chip model and other information"};
+cvar_t gl_info_version = {CF_CLIENT | CF_READONLY, "gl_info_version", "", "indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc."};
+cvar_t gl_info_extensions = {CF_CLIENT | CF_READONLY, "gl_info_extensions", "", "indicates extension list found by engine, space separated."};
+cvar_t gl_info_platform = {CF_CLIENT | CF_READONLY, "gl_info_platform", "", "indicates GL platform: WGL, GLX, or AGL."};
+cvar_t gl_info_driver = {CF_CLIENT | CF_READONLY, "gl_info_driver", "", "name of driver library (opengl32.dll, libGL.so.1, or whatever)."};
+
+cvar_t vid_fullscreen = {CF_CLIENT | CF_ARCHIVE, "vid_fullscreen", "1", "use fullscreen (1) or windowed (0)"};
+cvar_t vid_borderless = {CF_CLIENT | CF_ARCHIVE, "vid_borderless", "0", "make the window borderless by removing all window decorations. has no effect in fullscreen mode"};
+cvar_t vid_width = {CF_CLIENT | CF_ARCHIVE, "vid_width", "640", "resolution"};
+cvar_t vid_height = {CF_CLIENT | CF_ARCHIVE, "vid_height", "480", "resolution"};
+cvar_t vid_bitsperpixel = {CF_CLIENT | CF_READONLY, "vid_bitsperpixel", "32", "how many bits per pixel to render at (this is not currently configurable)"};
+cvar_t vid_samples = {CF_CLIENT | CF_ARCHIVE, "vid_samples", "1", "how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)"};
+cvar_t vid_refreshrate = {CF_CLIENT | CF_ARCHIVE, "vid_refreshrate", "60", "refresh rate to use, in hz (higher values flicker less, if supported by your monitor)"};
+cvar_t vid_userefreshrate = {CF_CLIENT | CF_ARCHIVE, "vid_userefreshrate", "0", "set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default"};
+cvar_t vid_stereobuffer = {CF_CLIENT | CF_ARCHIVE, "vid_stereobuffer", "0", "enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers"};
// the density cvars are completely optional, set and use when something needs to have a density-independent size.
// TODO: set them when changing resolution, setting them from the commandline will be independent from the resolution - use only if you have a native fixed resolution.
// values for the Samsung Galaxy SIII, Snapdragon version: 2.000000 density, 304.799988 xdpi, 303.850464 ydpi
-cvar_t vid_touchscreen_density = {CVAR_CLIENT, "vid_touchscreen_density", "2.0", "Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS"};
-cvar_t vid_touchscreen_xdpi = {CVAR_CLIENT, "vid_touchscreen_xdpi", "300", "Horizontal DPI of the screen (only valid on Android currently)"};
-cvar_t vid_touchscreen_ydpi = {CVAR_CLIENT, "vid_touchscreen_ydpi", "300", "Vertical DPI of the screen (only valid on Android currently)"};
-
-cvar_t vid_vsync = {CVAR_CLIENT | CVAR_SAVE, "vid_vsync", "0", "sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks"};
-cvar_t vid_mouse = {CVAR_CLIENT | CVAR_SAVE, "vid_mouse", "1", "whether to use the mouse in windowed mode (fullscreen always does)"};
-cvar_t vid_mouse_clickthrough = {CVAR_CLIENT | CVAR_SAVE, "vid_mouse_clickthrough", "0", "mouse behavior in windowed mode: 0 = click to focus, 1 = allow interaction even if the window is not focused (click-through behaviour, can be useful when using third-party game overlays)"};
-cvar_t vid_grabkeyboard = {CVAR_CLIENT | CVAR_SAVE, "vid_grabkeyboard", "0", "whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)"};
-cvar_t vid_minwidth = {CVAR_CLIENT, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"};
-cvar_t vid_minheight = {CVAR_CLIENT, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"};
-cvar_t gl_finish = {CVAR_CLIENT | CVAR_CLIENT, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
-cvar_t vid_sRGB = {CVAR_CLIENT | CVAR_SAVE, "vid_sRGB", "0", "if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended"};
-cvar_t vid_sRGB_fallback = {CVAR_CLIENT | CVAR_SAVE, "vid_sRGB_fallback", "0", "do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)"};
-
-cvar_t vid_touchscreen = {CVAR_CLIENT, "vid_touchscreen", "0", "Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons"};
-cvar_t vid_touchscreen_showkeyboard = {CVAR_CLIENT, "vid_touchscreen_showkeyboard", "0", "shows the platform's screen keyboard for text entry, can be set by csqc or menu qc if it wants to receive text input, does nothing if the platform has no screen keyboard"};
-cvar_t vid_touchscreen_supportshowkeyboard = {CVAR_CLIENT | CVAR_READONLY, "vid_touchscreen_supportshowkeyboard", "0", "indicates if the platform supports a virtual keyboard"};
-cvar_t vid_stick_mouse = {CVAR_CLIENT | CVAR_SAVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
-cvar_t vid_resizable = {CVAR_CLIENT | CVAR_SAVE, "vid_resizable", "0", "0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted" };
-cvar_t vid_desktopfullscreen = {CVAR_CLIENT | CVAR_SAVE, "vid_desktopfullscreen", "1", "force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration"};
+cvar_t vid_touchscreen_density = {CF_CLIENT, "vid_touchscreen_density", "2.0", "Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS"};
+cvar_t vid_touchscreen_xdpi = {CF_CLIENT, "vid_touchscreen_xdpi", "300", "Horizontal DPI of the screen (only valid on Android currently)"};
+cvar_t vid_touchscreen_ydpi = {CF_CLIENT, "vid_touchscreen_ydpi", "300", "Vertical DPI of the screen (only valid on Android currently)"};
+
+cvar_t vid_vsync = {CF_CLIENT | CF_ARCHIVE, "vid_vsync", "0", "sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks"};
+cvar_t vid_mouse = {CF_CLIENT | CF_ARCHIVE, "vid_mouse", "1", "whether to use the mouse in windowed mode (fullscreen always does)"};
+cvar_t vid_mouse_clickthrough = {CF_CLIENT | CF_ARCHIVE, "vid_mouse_clickthrough", "0", "mouse behavior in windowed mode: 0 = click to focus, 1 = allow interaction even if the window is not focused (click-through behaviour, can be useful when using third-party game overlays)"};
+cvar_t vid_grabkeyboard = {CF_CLIENT | CF_ARCHIVE, "vid_grabkeyboard", "0", "whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)"};
+cvar_t vid_minwidth = {CF_CLIENT, "vid_minwidth", "0", "minimum vid_width that is acceptable (to be set in default.cfg in mods)"};
+cvar_t vid_minheight = {CF_CLIENT, "vid_minheight", "0", "minimum vid_height that is acceptable (to be set in default.cfg in mods)"};
+cvar_t gl_finish = {CF_CLIENT | CF_CLIENT, "gl_finish", "0", "make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)"};
+cvar_t vid_sRGB = {CF_CLIENT | CF_ARCHIVE, "vid_sRGB", "0", "if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended"};
+cvar_t vid_sRGB_fallback = {CF_CLIENT | CF_ARCHIVE, "vid_sRGB_fallback", "0", "do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)"};
+
+cvar_t vid_touchscreen = {CF_CLIENT, "vid_touchscreen", "0", "Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons"};
+cvar_t vid_touchscreen_showkeyboard = {CF_CLIENT, "vid_touchscreen_showkeyboard", "0", "shows the platform's screen keyboard for text entry, can be set by csqc or menu qc if it wants to receive text input, does nothing if the platform has no screen keyboard"};
+cvar_t vid_touchscreen_supportshowkeyboard = {CF_CLIENT | CF_READONLY, "vid_touchscreen_supportshowkeyboard", "0", "indicates if the platform supports a virtual keyboard"};
+cvar_t vid_stick_mouse = {CF_CLIENT | CF_ARCHIVE, "vid_stick_mouse", "0", "have the mouse stuck in the center of the screen" };
+cvar_t vid_resizable = {CF_CLIENT | CF_ARCHIVE, "vid_resizable", "0", "0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted" };
+cvar_t vid_desktopfullscreen = {CF_CLIENT | CF_ARCHIVE, "vid_desktopfullscreen", "1", "force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration"};
#ifdef WIN32
-cvar_t vid_ignore_taskbar = {CVAR_CLIENT | CVAR_SAVE, "vid_ignore_taskbar", "0", "in windowed mode, prevent the Windows taskbar and window borders from affecting the size and placement of the window. it will be aligned centered and uses the unaltered vid_width/vid_height values"};
+cvar_t vid_ignore_taskbar = {CF_CLIENT | CF_ARCHIVE, "vid_ignore_taskbar", "0", "in windowed mode, prevent the Windows taskbar and window borders from affecting the size and placement of the window. it will be aligned centered and uses the unaltered vid_width/vid_height values"};
#endif
-cvar_t v_gamma = {CVAR_CLIENT | CVAR_SAVE, "v_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"};
-cvar_t v_contrast = {CVAR_CLIENT | CVAR_SAVE, "v_contrast", "1", "brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)"};
-cvar_t v_brightness = {CVAR_CLIENT | CVAR_SAVE, "v_brightness", "0", "brightness of black, useful for monitors that are too dark"};
-cvar_t v_contrastboost = {CVAR_CLIENT | CVAR_SAVE, "v_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
-cvar_t v_color_enable = {CVAR_CLIENT | CVAR_SAVE, "v_color_enable", "0", "enables black-grey-white color correction curve controls"};
-cvar_t v_color_black_r = {CVAR_CLIENT | CVAR_SAVE, "v_color_black_r", "0", "desired color of black"};
-cvar_t v_color_black_g = {CVAR_CLIENT | CVAR_SAVE, "v_color_black_g", "0", "desired color of black"};
-cvar_t v_color_black_b = {CVAR_CLIENT | CVAR_SAVE, "v_color_black_b", "0", "desired color of black"};
-cvar_t v_color_grey_r = {CVAR_CLIENT | CVAR_SAVE, "v_color_grey_r", "0.5", "desired color of grey"};
-cvar_t v_color_grey_g = {CVAR_CLIENT | CVAR_SAVE, "v_color_grey_g", "0.5", "desired color of grey"};
-cvar_t v_color_grey_b = {CVAR_CLIENT | CVAR_SAVE, "v_color_grey_b", "0.5", "desired color of grey"};
-cvar_t v_color_white_r = {CVAR_CLIENT | CVAR_SAVE, "v_color_white_r", "1", "desired color of white"};
-cvar_t v_color_white_g = {CVAR_CLIENT | CVAR_SAVE, "v_color_white_g", "1", "desired color of white"};
-cvar_t v_color_white_b = {CVAR_CLIENT | CVAR_SAVE, "v_color_white_b", "1", "desired color of white"};
-cvar_t v_glslgamma_2d = {CVAR_CLIENT | CVAR_SAVE, "v_glslgamma_2d", "1", "applies GLSL gamma to 2d pictures (HUD, fonts)"};
-cvar_t v_psycho = {CVAR_CLIENT, "v_psycho", "0", "easter egg - R.I.P. zinx http://obits.al.com/obituaries/birmingham/obituary.aspx?n=christopher-robert-lais&pid=186080667"};
+cvar_t v_gamma = {CF_CLIENT | CF_ARCHIVE, "v_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"};
+cvar_t v_contrast = {CF_CLIENT | CF_ARCHIVE, "v_contrast", "1", "brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)"};
+cvar_t v_brightness = {CF_CLIENT | CF_ARCHIVE, "v_brightness", "0", "brightness of black, useful for monitors that are too dark"};
+cvar_t v_contrastboost = {CF_CLIENT | CF_ARCHIVE, "v_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t v_color_enable = {CF_CLIENT | CF_ARCHIVE, "v_color_enable", "0", "enables black-grey-white color correction curve controls"};
+cvar_t v_color_black_r = {CF_CLIENT | CF_ARCHIVE, "v_color_black_r", "0", "desired color of black"};
+cvar_t v_color_black_g = {CF_CLIENT | CF_ARCHIVE, "v_color_black_g", "0", "desired color of black"};
+cvar_t v_color_black_b = {CF_CLIENT | CF_ARCHIVE, "v_color_black_b", "0", "desired color of black"};
+cvar_t v_color_grey_r = {CF_CLIENT | CF_ARCHIVE, "v_color_grey_r", "0.5", "desired color of grey"};
+cvar_t v_color_grey_g = {CF_CLIENT | CF_ARCHIVE, "v_color_grey_g", "0.5", "desired color of grey"};
+cvar_t v_color_grey_b = {CF_CLIENT | CF_ARCHIVE, "v_color_grey_b", "0.5", "desired color of grey"};
+cvar_t v_color_white_r = {CF_CLIENT | CF_ARCHIVE, "v_color_white_r", "1", "desired color of white"};
+cvar_t v_color_white_g = {CF_CLIENT | CF_ARCHIVE, "v_color_white_g", "1", "desired color of white"};
+cvar_t v_color_white_b = {CF_CLIENT | CF_ARCHIVE, "v_color_white_b", "1", "desired color of white"};
+cvar_t v_glslgamma_2d = {CF_CLIENT | CF_ARCHIVE, "v_glslgamma_2d", "1", "applies GLSL gamma to 2d pictures (HUD, fonts)"};
+cvar_t v_psycho = {CF_CLIENT, "v_psycho", "0", "easter egg - R.I.P. zinx http://obits.al.com/obituaries/birmingham/obituary.aspx?n=christopher-robert-lais&pid=186080667"};
// brand of graphics chip
const char *gl_vendor;
Sys_LoadLibrary(xinputdllnames, &xinputdll_dll, xinputdllfuncs);
#endif
- Cmd_AddCommand(CMD_CLIENT, "force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)");
- Cmd_AddCommand(CMD_CLIENT, "vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)");
+ Cmd_AddCommand(CF_CLIENT, "force_centerview", Force_CenterView_f, "recenters view (stops looking up/down)");
+ Cmd_AddCommand(CF_CLIENT, "vid_restart", VID_Restart_f, "restarts video system (closes and reopens the window, restarts renderer)");
}
static int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, int stereobuffer)
*/
-cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
-cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
-
-cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
-cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
-cvar_t cl_bobup = {CVAR_CLIENT | CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-cvar_t cl_bob2 = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
-cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
-cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
-cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
-cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
-cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
-cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
-cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"};
-cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"};
-cvar_t cl_bobmodel_forward = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"};
-cvar_t cl_bobmodel_classic = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"};
-cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "6", "gun bobbing speed"};
-cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"};
-cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
-cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
-cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
-
-cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
-cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
-cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
-cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
-cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
-cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
-cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
-cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
-cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
-cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
-
-cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
-cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
-cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
-cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
-cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
-cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
-cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
-cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
-cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
-cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
-
-cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
-
-cvar_t v_kicktime = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
-cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
-cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
-
-cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
-cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
-cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
-cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
-cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
-cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
-
-cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
-
-cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
-cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
-cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"};
-cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"};
-cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"};
-cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"};
-cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"};
-cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"};
-cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"};
-cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"};
-cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"};
-cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
-cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
-cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
-cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
-cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
-cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
-cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
-cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"};
-cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"};
-cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
-cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
-cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
-
-cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
-
-cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
-cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
-
-cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
-
-cvar_t cl_smoothviewheight = {CVAR_CLIENT | CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
-
-cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
-cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
-cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"};
-cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
+cvar_t cl_rollspeed = {CF_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
+cvar_t cl_rollangle = {CF_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
+
+cvar_t cl_bob = {CF_CLIENT | CF_ARCHIVE, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobcycle","0.6", "view bobbing speed"};
+cvar_t cl_bobup = {CF_CLIENT | CF_ARCHIVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
+cvar_t cl_bob2 = {CF_CLIENT | CF_ARCHIVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CF_CLIENT | CF_ARCHIVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CF_CLIENT | CF_ARCHIVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CF_CLIENT | CF_ARCHIVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
+cvar_t cl_bobfallminspeed = {CF_CLIENT | CF_ARCHIVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
+cvar_t cl_bobmodel = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel_side = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_side", "0", "gun bobbing sideways sway amount"};
+cvar_t cl_bobmodel_up = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_up", "0", "gun bobbing upward movement amount"};
+cvar_t cl_bobmodel_forward = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_forward", "0.25", "gun bobbing forward movement amount"};
+cvar_t cl_bobmodel_classic = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_classic", "1", "classic Quake-style forward gun bobbing"};
+cvar_t cl_bobmodel_speed = {CF_CLIENT | CF_ARCHIVE, "cl_bobmodel_speed", "6", "gun bobbing speed"};
+cvar_t cl_bob_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit", "4", "limits bobbing to this much distance from view_ofs"};
+cvar_t cl_bob_limit_heightcheck = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
+cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CF_CLIENT | CF_ARCHIVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
+cvar_t cl_bob_velocity_limit = {CF_CLIENT | CF_ARCHIVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
+
+cvar_t cl_leanmodel = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
+cvar_t cl_leanmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
+cvar_t cl_leanmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
+cvar_t cl_leanmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
+cvar_t cl_leanmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
+
+cvar_t cl_followmodel = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel_side_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_lowpass = {CF_CLIENT | CF_ARCHIVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
+
+cvar_t cl_viewmodel_scale = {CF_CLIENT, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
+
+cvar_t v_kicktime = {CF_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
+cvar_t v_kickroll = {CF_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
+cvar_t v_kickpitch = {CF_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
+
+cvar_t v_iyaw_cycle = {CF_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
+cvar_t v_iroll_cycle = {CF_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
+cvar_t v_ipitch_cycle = {CF_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
+cvar_t v_iyaw_level = {CF_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
+cvar_t v_iroll_level = {CF_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"};
+cvar_t v_ipitch_level = {CF_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
+
+cvar_t v_idlescale = {CF_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
+
+cvar_t v_isometric = {CF_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = {CF_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {CF_CLIENT, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {CF_CLIENT, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {CF_CLIENT, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {CF_CLIENT, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {CF_CLIENT, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {CF_CLIENT, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {CF_CLIENT, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {CF_CLIENT, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {CF_CLIENT, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {CF_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {CF_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {CF_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {CF_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {CF_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {CF_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {CF_CLIENT, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {CF_CLIENT, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {CF_CLIENT, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {CF_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {CF_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {CF_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
+cvar_t crosshair = {CF_CLIENT | CF_ARCHIVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
+
+cvar_t v_centermove = {CF_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
+cvar_t v_centerspeed = {CF_CLIENT, "v_centerspeed","500", "how fast the view centers itself"};
+
+cvar_t cl_stairsmoothspeed = {CF_CLIENT | CF_ARCHIVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
+
+cvar_t cl_smoothviewheight = {CF_CLIENT | CF_ARCHIVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
+
+cvar_t chase_back = {CF_CLIENT | CF_ARCHIVE, "chase_back", "48", "chase cam distance from the player"};
+cvar_t chase_up = {CF_CLIENT | CF_ARCHIVE, "chase_up", "24", "chase cam distance from the player"};
+cvar_t chase_active = {CF_CLIENT | CF_ARCHIVE, "chase_active", "0", "enables chase cam"};
+cvar_t chase_overhead = {CF_CLIENT | CF_ARCHIVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
// GAME_GOODVSBAD2
-cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
+cvar_t chase_stevie = {CF_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
-cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
-cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
+cvar_t v_deathtilt = {CF_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"};
+cvar_t v_deathtiltangle = {CF_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
// Prophecy camera pitchangle by Alexander "motorsep" Zubov
-cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
+cvar_t chase_pitchangle = {CF_CLIENT | CF_ARCHIVE, "chase_pitchangle", "55", "chase cam pitch angle"};
-cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
+cvar_t v_yshearing = {CF_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
*/
void V_Init (void)
{
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
- Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
- Cmd_AddCommand(CMD_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "v_cshift", V_cshift_f, "sets tint color of view");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
+ Cmd_AddCommand(CF_CLIENT, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)");
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&v_centerspeed);
//============================================================================
#ifdef USEODE
-cvar_t physics_ode_quadtree_depth = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_quadtree_depth","5", "desired subdivision level of quadtree culling space"};
-cvar_t physics_ode_allowconvex = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_allowconvex", "0", "allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used."};
-cvar_t physics_ode_contactsurfacelayer = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contactsurfacelayer","1", "allows objects to overlap this many units to reduce jitter"};
-cvar_t physics_ode_worldstep_iterations = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_worldstep_iterations", "20", "parameter to dWorldQuickStep"};
-cvar_t physics_ode_contact_mu = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_mu", "1", "contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)"};
-cvar_t physics_ode_contact_erp = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_erp", "0.96", "contact solver erp parameter - Error Restitution Percent (see ODE User Guide)"};
-cvar_t physics_ode_contact_cfm = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_cfm", "0", "contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)"};
-cvar_t physics_ode_contact_maxpoints = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_contact_maxpoints", "16", "maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32"};
-cvar_t physics_ode_world_erp = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_erp", "-1", "world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_cfm = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_cfm", "-1", "world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1"};
-cvar_t physics_ode_world_damping = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping", "1", "enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type"};
-cvar_t physics_ode_world_damping_linear = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_linear", "0.01", "world linear damping scale (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_damping_linear_threshold = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_linear_threshold", "0.1", "world linear damping threshold (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_damping_angular = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_angular", "0.05", "world angular damping scale (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_damping_angular_threshold = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_damping_angular_threshold", "0.1", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
-cvar_t physics_ode_world_gravitymod = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
-cvar_t physics_ode_iterationsperframe = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
-cvar_t physics_ode_constantstep = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
-cvar_t physics_ode_autodisable = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
-cvar_t physics_ode_autodisable_steps = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
-cvar_t physics_ode_autodisable_time = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
-cvar_t physics_ode_autodisable_threshold_linear = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_threshold_linear", "0.6", "body will be disabled if it's linear move below this value"};
-cvar_t physics_ode_autodisable_threshold_angular = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_threshold_angular", "6", "body will be disabled if it's angular move below this value"};
-cvar_t physics_ode_autodisable_threshold_samples = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_autodisable_threshold_samples", "5", "average threshold with this number of samples"};
-cvar_t physics_ode_movelimit = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_movelimit", "0.5", "clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type"};
-cvar_t physics_ode_spinlimit = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_spinlimit", "10000", "reset spin velocity if it gets too large"};
-cvar_t physics_ode_trick_fixnan = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_trick_fixnan", "1", "engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix"};
-cvar_t physics_ode_printstats = {CVAR_CLIENT | CVAR_SERVER, "physics_ode_printstats", "0", "print ODE stats each frame"};
-
-cvar_t physics_ode = {CVAR_CLIENT | CVAR_SERVER, "physics_ode", "0", "run ODE physics (VERY experimental and potentially buggy)"};
+cvar_t physics_ode_quadtree_depth = {CF_CLIENT | CF_SERVER, "physics_ode_quadtree_depth","5", "desired subdivision level of quadtree culling space"};
+cvar_t physics_ode_allowconvex = {CF_CLIENT | CF_SERVER, "physics_ode_allowconvex", "0", "allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used."};
+cvar_t physics_ode_contactsurfacelayer = {CF_CLIENT | CF_SERVER, "physics_ode_contactsurfacelayer","1", "allows objects to overlap this many units to reduce jitter"};
+cvar_t physics_ode_worldstep_iterations = {CF_CLIENT | CF_SERVER, "physics_ode_worldstep_iterations", "20", "parameter to dWorldQuickStep"};
+cvar_t physics_ode_contact_mu = {CF_CLIENT | CF_SERVER, "physics_ode_contact_mu", "1", "contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)"};
+cvar_t physics_ode_contact_erp = {CF_CLIENT | CF_SERVER, "physics_ode_contact_erp", "0.96", "contact solver erp parameter - Error Restitution Percent (see ODE User Guide)"};
+cvar_t physics_ode_contact_cfm = {CF_CLIENT | CF_SERVER, "physics_ode_contact_cfm", "0", "contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)"};
+cvar_t physics_ode_contact_maxpoints = {CF_CLIENT | CF_SERVER, "physics_ode_contact_maxpoints", "16", "maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32"};
+cvar_t physics_ode_world_erp = {CF_CLIENT | CF_SERVER, "physics_ode_world_erp", "-1", "world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_cfm = {CF_CLIENT | CF_SERVER, "physics_ode_world_cfm", "-1", "world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1"};
+cvar_t physics_ode_world_damping = {CF_CLIENT | CF_SERVER, "physics_ode_world_damping", "1", "enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type"};
+cvar_t physics_ode_world_damping_linear = {CF_CLIENT | CF_SERVER, "physics_ode_world_damping_linear", "0.01", "world linear damping scale (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_damping_linear_threshold = {CF_CLIENT | CF_SERVER, "physics_ode_world_damping_linear_threshold", "0.1", "world linear damping threshold (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_damping_angular = {CF_CLIENT | CF_SERVER, "physics_ode_world_damping_angular", "0.05", "world angular damping scale (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_damping_angular_threshold = {CF_CLIENT | CF_SERVER, "physics_ode_world_damping_angular_threshold", "0.1", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
+cvar_t physics_ode_world_gravitymod = {CF_CLIENT | CF_SERVER, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
+cvar_t physics_ode_iterationsperframe = {CF_CLIENT | CF_SERVER, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
+cvar_t physics_ode_constantstep = {CF_CLIENT | CF_SERVER, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
+cvar_t physics_ode_autodisable = {CF_CLIENT | CF_SERVER, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
+cvar_t physics_ode_autodisable_steps = {CF_CLIENT | CF_SERVER, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
+cvar_t physics_ode_autodisable_time = {CF_CLIENT | CF_SERVER, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
+cvar_t physics_ode_autodisable_threshold_linear = {CF_CLIENT | CF_SERVER, "physics_ode_autodisable_threshold_linear", "0.6", "body will be disabled if it's linear move below this value"};
+cvar_t physics_ode_autodisable_threshold_angular = {CF_CLIENT | CF_SERVER, "physics_ode_autodisable_threshold_angular", "6", "body will be disabled if it's angular move below this value"};
+cvar_t physics_ode_autodisable_threshold_samples = {CF_CLIENT | CF_SERVER, "physics_ode_autodisable_threshold_samples", "5", "average threshold with this number of samples"};
+cvar_t physics_ode_movelimit = {CF_CLIENT | CF_SERVER, "physics_ode_movelimit", "0.5", "clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type"};
+cvar_t physics_ode_spinlimit = {CF_CLIENT | CF_SERVER, "physics_ode_spinlimit", "10000", "reset spin velocity if it gets too large"};
+cvar_t physics_ode_trick_fixnan = {CF_CLIENT | CF_SERVER, "physics_ode_trick_fixnan", "1", "engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix"};
+cvar_t physics_ode_printstats = {CF_CLIENT | CF_SERVER, "physics_ode_printstats", "0", "print ODE stats each frame"};
+
+cvar_t physics_ode = {CF_CLIENT | CF_SERVER, "physics_ode", "0", "run ODE physics (VERY experimental and potentially buggy)"};
// LadyHavoc: this large chunk of definitions comes from the ODE library
// include files.
#endif
-cvar_t developer_memory = {CVAR_CLIENT | CVAR_SERVER, "developer_memory", "0", "prints debugging information about memory allocations"};
-cvar_t developer_memorydebug = {CVAR_CLIENT | CVAR_SERVER, "developer_memorydebug", "0", "enables memory corruption checks (very slow)"};
-cvar_t developer_memoryreportlargerthanmb = {CVAR_CLIENT | CVAR_SERVER, "developer_memorylargerthanmb", "16", "prints debugging information about memory allocations over this size"};
-cvar_t sys_memsize_physical = {CVAR_CLIENT | CVAR_SERVER | CVAR_READONLY, "sys_memsize_physical", "", "physical memory size in MB (or empty if unknown)"};
-cvar_t sys_memsize_virtual = {CVAR_CLIENT | CVAR_SERVER | CVAR_READONLY, "sys_memsize_virtual", "", "virtual memory size in MB (or empty if unknown)"};
+cvar_t developer_memory = {CF_CLIENT | CF_SERVER, "developer_memory", "0", "prints debugging information about memory allocations"};
+cvar_t developer_memorydebug = {CF_CLIENT | CF_SERVER, "developer_memorydebug", "0", "enables memory corruption checks (very slow)"};
+cvar_t developer_memoryreportlargerthanmb = {CF_CLIENT | CF_SERVER, "developer_memorylargerthanmb", "16", "prints debugging information about memory allocations over this size"};
+cvar_t sys_memsize_physical = {CF_CLIENT | CF_SERVER | CF_READONLY, "sys_memsize_physical", "", "physical memory size in MB (or empty if unknown)"};
+cvar_t sys_memsize_virtual = {CF_CLIENT | CF_SERVER | CF_READONLY, "sys_memsize_virtual", "", "virtual memory size in MB (or empty if unknown)"};
static mempool_t *poolchain = NULL;
void Memory_Init_Commands (void)
{
- Cmd_AddCommand(CMD_SHARED, "memstats", MemStats_f, "prints memory system statistics");
- Cmd_AddCommand(CMD_SHARED, "memlist", MemList_f, "prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)");
+ Cmd_AddCommand(CF_SHARED, "memstats", MemStats_f, "prints memory system statistics");
+ Cmd_AddCommand(CF_SHARED, "memlist", MemList_f, "prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)");
Cvar_RegisterVariable (&developer_memory);
Cvar_RegisterVariable (&developer_memorydebug);