Initial Prey Game integration support.

This commit is contained in:
Justin Marshall
2026-05-05 15:01:01 -07:00
parent a6c6f1ed26
commit 8d5f678b25
552 changed files with 265551 additions and 209 deletions
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// Copyright (C) 2004 Id Software, Inc.
//
/*
Base class for all game objects. Provides fast run-time type checking and run-time
instancing of objects.
*/
#ifndef __SYS_CLASS_H__
#define __SYS_CLASS_H__
class idClass;
class idTypeInfo;
extern const idEventDef EV_Remove;
extern const idEventDef EV_SafeRemove;
typedef void ( idClass::*eventCallback_t )( void );
template< class Type >
struct idEventFunc {
const idEventDef *event;
eventCallback_t function;
};
// added & so gcc could compile this
#define EVENT( event, function ) { &( event ), ( void ( idClass::* )( void ) )( &function ) },
#define END_CLASS { NULL, NULL } };
class idEventArg {
public:
int type;
int value;
idEventArg() { type = D_EVENT_INTEGER; value = 0; };
idEventArg( int data ) { type = D_EVENT_INTEGER; value = data; };
idEventArg( float data ) { type = D_EVENT_FLOAT; value = *reinterpret_cast<int *>( &data ); };
//HUMANHEAD: aob - added const to idVec3
idEventArg( const idVec3 &data ) { type = D_EVENT_VECTOR; value = reinterpret_cast<int>( &data ); };
idEventArg( const idStr &data ) { type = D_EVENT_STRING; value = reinterpret_cast<int>( data.c_str() ); };
idEventArg( const char *data ) { type = D_EVENT_STRING; value = reinterpret_cast<int>( data ); };
idEventArg( const class idEntity *data ) { type = D_EVENT_ENTITY; value = reinterpret_cast<int>( data ); };
idEventArg( const struct trace_s *data ) { type = D_EVENT_TRACE; value = reinterpret_cast<int>( data ); };
};
class idAllocError : public idException {
public:
idAllocError( const char *text = "" ) : idException( text ) {}
};
/***********************************************************************
idClass
***********************************************************************/
/*
================
CLASS_PROTOTYPE
This macro must be included in the definition of any subclass of idClass.
It prototypes variables used in class instanciation and type checking.
Use this on single inheritance concrete classes only.
================
*/
#define CLASS_PROTOTYPE( nameofclass ) \
public: \
static idTypeInfo Type; \
static idClass *CreateInstance( void ); \
virtual idTypeInfo *GetType( void ) const; \
static idEventFunc<nameofclass> eventCallbacks[];
/*
================
CLASS_DECLARATION
This macro must be included in the code to properly initialize variables
used in type checking and run-time instanciation. It also defines the list
of events that the class responds to. Take special care to ensure that the
proper superclass is indicated or the run-time type information will be
incorrect. Use this on concrete classes only.
================
*/
#define CLASS_DECLARATION( nameofsuperclass, nameofclass ) \
idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \
( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
idClass *nameofclass::CreateInstance( void ) { \
try { \
nameofclass *ptr = new nameofclass; \
ptr->FindUninitializedMemory(); \
return ptr; \
} \
catch( idAllocError & ) { \
return NULL; \
} \
} \
idTypeInfo *nameofclass::GetType( void ) const { \
return &( nameofclass::Type ); \
} \
idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
/*
================
ABSTRACT_PROTOTYPE
This macro must be included in the definition of any abstract subclass of idClass.
It prototypes variables used in class instanciation and type checking.
Use this on single inheritance abstract classes only.
================
*/
#define ABSTRACT_PROTOTYPE( nameofclass ) \
public: \
static idTypeInfo Type; \
static idClass *CreateInstance( void ); \
virtual idTypeInfo *GetType( void ) const; \
static idEventFunc<nameofclass> eventCallbacks[];
/*
================
ABSTRACT_DECLARATION
This macro must be included in the code to properly initialize variables
used in type checking. It also defines the list of events that the class
responds to. Take special care to ensure that the proper superclass is
indicated or the run-time tyep information will be incorrect. Use this
on abstract classes only.
================
*/
#define ABSTRACT_DECLARATION( nameofsuperclass, nameofclass ) \
idTypeInfo nameofclass::Type( #nameofclass, #nameofsuperclass, \
( idEventFunc<idClass> * )nameofclass::eventCallbacks, nameofclass::CreateInstance, ( void ( idClass::* )( void ) )&nameofclass::Spawn, \
( void ( idClass::* )( idSaveGame * ) const )&nameofclass::Save, ( void ( idClass::* )( idRestoreGame * ) )&nameofclass::Restore ); \
idClass *nameofclass::CreateInstance( void ) { \
gameLocal.Error( "Cannot instanciate abstract class %s.", #nameofclass ); \
return NULL; \
} \
idTypeInfo *nameofclass::GetType( void ) const { \
return &( nameofclass::Type ); \
} \
idEventFunc<nameofclass> nameofclass::eventCallbacks[] = {
typedef void ( idClass::*classSpawnFunc_t )( void );
class idSaveGame;
class idRestoreGame;
class idClass {
public:
ABSTRACT_PROTOTYPE( idClass );
#ifdef ID_REDIRECT_NEWDELETE
#undef new
#endif
void * operator new( size_t );
void * operator new( size_t s, int, int, char *, int );
void operator delete( void * );
void operator delete( void *, int, int, char *, int );
#ifdef ID_REDIRECT_NEWDELETE
#define new ID_DEBUG_NEW
#endif
virtual ~idClass();
void Spawn( void );
void CallSpawn( void );
bool IsType( const idTypeInfo &c ) const;
const char * GetClassname( void ) const;
const char * GetSuperclass( void ) const;
void FindUninitializedMemory( void );
void Save( idSaveGame *savefile ) const {};
void Restore( idRestoreGame *savefile ) {};
bool RespondsTo( const idEventDef &ev ) const;
bool PostEventMS( const idEventDef *ev, int time );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
bool PostEventMS( const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
bool PostEventSec( const idEventDef *ev, float time );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
bool PostEventSec( const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
bool ProcessEvent( const idEventDef *ev );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7 );
bool ProcessEvent( const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8 );
bool ProcessEventArgPtr( const idEventDef *ev, int *data );
void CancelEvents( const idEventDef *ev );
virtual // HUMANHEAD nla
void Event_Remove( void );
// Static functions
static void Init( void );
static void Shutdown( void );
static idTypeInfo * GetClass( const char *name );
static void DisplayInfo_f( const idCmdArgs &args );
static void ListClasses_f( const idCmdArgs &args );
static idClass * CreateInstance( const char *name );
static int GetNumTypes( void ) { return types.Num(); }
static int GetTypeNumBits( void ) { return typeNumBits; }
static idTypeInfo * GetType( int num );
#ifdef _HH_NET_DEBUGGING //HUMANHEAD rww
static void PrintHHNetStats_f( const idCmdArgs &args );
#endif //HUMANHEAD END
#if !GOLD //HUMANHEAD rww
static void TestSnap_f( const idCmdArgs &args );
#endif //HUMANHEAD END
protected: // HUMANHEAD
classSpawnFunc_t CallSpawnFunc( idTypeInfo *cls );
bool PostEventArgs( const idEventDef *ev, int time, int numargs, ... );
bool ProcessEventArgs( const idEventDef *ev, int numargs, ... );
void Event_SafeRemove( void );
static bool initialized;
static idList<idTypeInfo *> types;
static idList<idTypeInfo *> typenums;
static int typeNumBits;
static int memused;
static int numobjects;
};
/***********************************************************************
idTypeInfo
***********************************************************************/
class idTypeInfo {
public:
const char * classname;
const char * superclass;
idClass * ( *CreateInstance )( void );
void ( idClass::*Spawn )( void );
void ( idClass::*Save )( idSaveGame *savefile ) const;
void ( idClass::*Restore )( idRestoreGame *savefile );
idEventFunc<idClass> * eventCallbacks;
eventCallback_t * eventMap;
idTypeInfo * super;
idTypeInfo * next;
bool freeEventMap;
int typeNum;
int lastChild;
idHierarchy<idTypeInfo> node;
idTypeInfo( const char *classname, const char *superclass,
idEventFunc<idClass> *eventCallbacks, idClass *( *CreateInstance )( void ), void ( idClass::*Spawn )( void ),
void ( idClass::*Save )( idSaveGame *savefile ) const, void ( idClass::*Restore )( idRestoreGame *savefile ) );
~idTypeInfo();
void Init( void );
void Shutdown( void );
bool IsType( const idTypeInfo &superclass ) const;
bool RespondsTo( const idEventDef &ev ) const;
};
/*
================
idTypeInfo::IsType
Checks if the object's class is a subclass of the class defined by the
passed in idTypeInfo.
================
*/
ID_INLINE bool idTypeInfo::IsType( const idTypeInfo &type ) const {
return ( ( typeNum >= type.typeNum ) && ( typeNum <= type.lastChild ) );
}
/*
================
idTypeInfo::RespondsTo
================
*/
ID_INLINE bool idTypeInfo::RespondsTo( const idEventDef &ev ) const {
assert( idEvent::initialized );
if ( !eventMap[ ev.GetEventNum() ] ) {
// we don't respond to this event
return false;
}
return true;
}
/*
================
idClass::IsType
Checks if the object's class is a subclass of the class defined by the
passed in idTypeInfo.
================
*/
ID_INLINE bool idClass::IsType( const idTypeInfo &superclass ) const {
idTypeInfo *subclass;
subclass = GetType();
return subclass->IsType( superclass );
}
/*
================
idClass::RespondsTo
================
*/
ID_INLINE bool idClass::RespondsTo( const idEventDef &ev ) const {
const idTypeInfo *c;
assert( idEvent::initialized );
c = GetType();
return c->RespondsTo( ev );
}
#endif /* !__SYS_CLASS_H__ */
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// Copyright (C) 2004 Id Software, Inc.
//
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
/*
================
idDebugGraph::idDebugGraph
================
*/
idDebugGraph::idDebugGraph() {
index = 0;
}
/*
================
idDebugGraph::SetNumSamples
================
*/
void idDebugGraph::SetNumSamples( int num ) {
index = 0;
samples.Clear();
samples.SetNum( num );
memset( samples.Ptr(), 0, samples.MemoryUsed() );
}
/*
================
idDebugGraph::AddValue
================
*/
void idDebugGraph::AddValue( float value ) {
samples[ index ] = value;
index++;
if ( index >= samples.Num() ) {
index = 0;
}
}
/*
================
idDebugGraph::Draw
================
*/
void idDebugGraph::Draw( const idVec4 &color, float scale ) const {
int i;
float value1;
float value2;
idVec3 vec1;
idVec3 vec2;
const idMat3 &axis = gameLocal.GetLocalPlayer()->viewAxis;
const idVec3 pos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + axis[ 1 ] * samples.Num() * 0.5f;
value1 = samples[ index ] * scale;
for( i = 1; i < samples.Num(); i++ ) {
value2 = samples[ ( i + index ) % samples.Num() ] * scale;
vec1 = pos + axis[ 2 ] * value1 - axis[ 1 ] * ( i - 1 ) + axis[ 0 ] * samples.Num();
vec2 = pos + axis[ 2 ] * value2 - axis[ 1 ] * i + axis[ 0 ] * samples.Num();
gameRenderWorld->DebugLine( color, vec1, vec2, gameLocal.msec, false );
value1 = value2;
}
}
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// Copyright (C) 2004 Id Software, Inc.
//
// DebugGraph.h
class idDebugGraph {
public:
idDebugGraph();
void SetNumSamples( int num );
void AddValue( float value );
void Draw( const idVec4 &color, float scale ) const;
private:
idList<float> samples;
int index;
};
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// Copyright (C) 2004 Id Software, Inc.
//
/*
sys_event.cpp
Event are used for scheduling tasks and for linking script commands.
*/
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#define MAX_EVENTSPERFRAME 4096
//HUMANHEAD: aob - needed for networking to send the least amount of bits
const int MAX_EVENTS_NUM_BITS = hhMath::BitsForInteger( MAX_EVENTS );
//HUMANHEAD END
//#define CREATE_EVENT_CODE
/***********************************************************************
idEventDef
***********************************************************************/
idEventDef *idEventDef::eventDefList[MAX_EVENTS];
int idEventDef::numEventDefs = 0;
static bool eventError = false;
static char eventErrorMsg[ 128 ];
/*
================
idEventDef::idEventDef
================
*/
idEventDef::idEventDef( const char *command, const char *formatspec, char returnType ) {
idEventDef *ev;
int i;
unsigned int bits;
assert( command );
assert( !idEvent::initialized );
// Allow NULL to indicate no args, but always store it as ""
// so we don't have to check for it.
if ( !formatspec ) {
formatspec = "";
}
this->name = command;
this->formatspec = formatspec;
this->returnType = returnType;
numargs = strlen( formatspec );
assert( numargs <= D_EVENT_MAXARGS );
if ( numargs > D_EVENT_MAXARGS ) {
eventError = true;
sprintf( eventErrorMsg, "idEventDef::idEventDef : Too many args for '%s' event.", name );
return;
}
// make sure the format for the args is valid, calculate the formatspecindex, and the offsets for each arg
bits = 0;
argsize = 0;
memset( argOffset, 0, sizeof( argOffset ) );
for( i = 0; i < numargs; i++ ) {
argOffset[ i ] = argsize;
switch( formatspec[ i ] ) {
case D_EVENT_FLOAT :
bits |= 1 << i;
argsize += sizeof( float );
break;
case D_EVENT_INTEGER :
argsize += sizeof( int );
break;
case D_EVENT_VECTOR :
argsize += sizeof( idVec3 );
break;
case D_EVENT_STRING :
argsize += MAX_STRING_LEN;
break;
case D_EVENT_ENTITY :
argsize += sizeof( idEntityPtr<idEntity> );
break;
case D_EVENT_ENTITY_NULL :
argsize += sizeof( idEntityPtr<idEntity> );
break;
case D_EVENT_TRACE :
argsize += sizeof( trace_t ) + MAX_STRING_LEN + sizeof( bool );
break;
default :
eventError = true;
sprintf( eventErrorMsg, "idEventDef::idEventDef : Invalid arg format '%s' string for '%s' event.", formatspec, name );
return;
break;
}
}
// calculate the formatspecindex
formatspecIndex = ( 1 << ( numargs + D_EVENT_MAXARGS ) ) | bits;
// go through the list of defined events and check for duplicates
// and mismatched format strings
eventnum = numEventDefs;
for( i = 0; i < eventnum; i++ ) {
ev = eventDefList[ i ];
if ( strcmp( command, ev->name ) == 0 ) {
if ( strcmp( formatspec, ev->formatspec ) != 0 ) {
eventError = true;
sprintf( eventErrorMsg, "idEvent '%s' defined twice with same name but differing format strings ('%s'!='%s').",
command, formatspec, ev->formatspec );
return;
}
if ( ev->returnType != returnType ) {
eventError = true;
sprintf( eventErrorMsg, "idEvent '%s' defined twice with same name but differing return types ('%c'!='%c').",
command, returnType, ev->returnType );
return;
}
// Don't bother putting the duplicate event in list.
eventnum = ev->eventnum;
return;
}
}
ev = this;
if ( numEventDefs >= MAX_EVENTS ) {
eventError = true;
sprintf( eventErrorMsg, "numEventDefs >= MAX_EVENTS" );
return;
}
eventDefList[numEventDefs] = ev;
numEventDefs++;
}
/*
================
idEventDef::NumEventCommands
================
*/
int idEventDef::NumEventCommands( void ) {
return numEventDefs;
}
/*
================
idEventDef::GetEventCommand
================
*/
const idEventDef *idEventDef::GetEventCommand( int eventnum ) {
return eventDefList[ eventnum ];
}
/*
================
idEventDef::FindEvent
================
*/
const idEventDef *idEventDef::FindEvent( const char *name ) {
idEventDef *ev;
int num;
int i;
assert( name );
num = numEventDefs;
for( i = 0; i < num; i++ ) {
ev = eventDefList[ i ];
if ( strcmp( name, ev->name ) == 0 ) {
return ev;
}
}
return NULL;
}
/*
================
idEventDef::FindEvent
HUMANHEAD: aob
================
*/
const idEventDef *idEventDef::FindEvent( int eventId ) {
if( eventId < 0 || eventId >= numEventDefs ) {
return NULL;
}
return eventDefList[ eventId ];
}
/***********************************************************************
idEvent
***********************************************************************/
static idLinkList<idEvent> FreeEvents;
static idLinkList<idEvent> EventQueue;
static idEvent EventPool[ MAX_EVENTS ];
bool idEvent::initialized = false;
idDynamicBlockAlloc<byte, 16 * 1024, 256> idEvent::eventDataAllocator;
/*
================
idEvent::~idEvent()
================
*/
idEvent::~idEvent() {
Free();
}
/*
================
idEvent::Alloc
================
*/
idEvent *idEvent::Alloc( const idEventDef *evdef, int numargs, va_list args ) {
idEvent *ev;
size_t size;
const char *format;
idEventArg *arg;
byte *dataPtr;
int i;
const char *materialName;
if ( FreeEvents.IsListEmpty() ) {
gameLocal.Error( "idEvent::Alloc : No more free events" );
}
ev = FreeEvents.Next();
ev->eventNode.Remove();
ev->eventdef = evdef;
if ( numargs != evdef->GetNumArgs() ) {
gameLocal.Error( "idEvent::Alloc : Wrong number of args for '%s' event.", evdef->GetName() );
}
size = evdef->GetArgSize();
if ( size ) {
ev->data = eventDataAllocator.Alloc( size );
memset( ev->data, 0, size );
} else {
ev->data = NULL;
}
format = evdef->GetArgFormat();
for( i = 0; i < numargs; i++ ) {
arg = va_arg( args, idEventArg * );
if ( format[ i ] != arg->type ) {
// when NULL is passed in for an entity, it gets cast as an integer 0, so don't give an error when it happens
if ( !( ( ( format[ i ] == D_EVENT_TRACE ) || ( format[ i ] == D_EVENT_ENTITY ) ) && ( arg->type == 'd' ) && ( arg->value == 0 ) ) ) {
gameLocal.Error( "idEvent::Alloc : Wrong type passed in for arg # %d on '%s' event.", i, evdef->GetName() );
}
}
dataPtr = &ev->data[ evdef->GetArgOffset( i ) ];
switch( format[ i ] ) {
case D_EVENT_FLOAT :
case D_EVENT_INTEGER :
*reinterpret_cast<int *>( dataPtr ) = arg->value;
break;
case D_EVENT_VECTOR :
if ( arg->value ) {
*reinterpret_cast<idVec3 *>( dataPtr ) = *reinterpret_cast<const idVec3 *>( arg->value );
}
break;
case D_EVENT_STRING :
if ( arg->value ) {
idStr::Copynz( reinterpret_cast<char *>( dataPtr ), reinterpret_cast<const char *>( arg->value ), MAX_STRING_LEN );
}
break;
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
*reinterpret_cast< idEntityPtr<idEntity> * >( dataPtr ) = reinterpret_cast<idEntity *>( arg->value );
break;
case D_EVENT_TRACE :
if ( arg->value ) {
*reinterpret_cast<bool *>( dataPtr ) = true;
*reinterpret_cast<trace_t *>( dataPtr + sizeof( bool ) ) = *reinterpret_cast<const trace_t *>( arg->value );
// save off the material as a string since the pointer won't be valid in save games.
// since we save off the entire trace_t structure, if the material is NULL here,
// it will be NULL when we process it, so we don't need to save off anything in that case.
if ( reinterpret_cast<const trace_t *>( arg->value )->c.material ) {
materialName = reinterpret_cast<const trace_t *>( arg->value )->c.material->GetName();
idStr::Copynz( reinterpret_cast<char *>( dataPtr + sizeof( bool ) + sizeof( trace_t ) ), materialName, MAX_STRING_LEN );
}
} else {
*reinterpret_cast<bool *>( dataPtr ) = false;
}
break;
default :
gameLocal.Error( "idEvent::Alloc : Invalid arg format '%s' string for '%s' event.", format, evdef->GetName() );
break;
}
}
return ev;
}
/*
================
idEvent::CopyArgs
================
*/
void idEvent::CopyArgs( const idEventDef *evdef, int numargs, va_list args, int data[ D_EVENT_MAXARGS ] ) {
int i;
const char *format;
idEventArg *arg;
format = evdef->GetArgFormat();
if ( numargs != evdef->GetNumArgs() ) {
gameLocal.Error( "idEvent::CopyArgs : Wrong number of args for '%s' event.", evdef->GetName() );
}
for( i = 0; i < numargs; i++ ) {
arg = va_arg( args, idEventArg * );
if ( format[ i ] != arg->type ) {
// when NULL is passed in for an entity, it gets cast as an integer 0, so don't give an error when it happens
if ( !( ( ( format[ i ] == D_EVENT_TRACE ) || ( format[ i ] == D_EVENT_ENTITY ) ) && ( arg->type == 'd' ) && ( arg->value == 0 ) ) ) {
gameLocal.Error( "idEvent::CopyArgs : Wrong type passed in for arg # %d on '%s' event.", i, evdef->GetName() );
}
}
data[ i ] = arg->value;
}
}
/*
================
idEvent::Free
================
*/
void idEvent::Free( void ) {
if ( data ) {
eventDataAllocator.Free( data );
data = NULL;
}
eventdef = NULL;
time = 0;
object = NULL;
typeinfo = NULL;
eventNode.SetOwner( this );
eventNode.AddToEnd( FreeEvents );
}
/*
================
idEvent::Schedule
================
*/
void idEvent::Schedule( idClass *obj, const idTypeInfo *type, int time ) {
idEvent *event;
assert( initialized );
if ( !initialized ) {
return;
}
object = obj;
typeinfo = type;
// wraps after 24 days...like I care. ;)
this->time = gameLocal.time + time;
eventNode.Remove();
event = EventQueue.Next();
while( ( event != NULL ) && ( this->time >= event->time ) ) {
event = event->eventNode.Next();
}
if ( event ) {
eventNode.InsertBefore( event->eventNode );
} else {
eventNode.AddToEnd( EventQueue );
}
}
/*
================
idEvent::CancelEvents
================
*/
void idEvent::CancelEvents( const idClass *obj, const idEventDef *evdef ) {
idEvent *event;
idEvent *next;
if ( !initialized ) {
return;
}
for( event = EventQueue.Next(); event != NULL; event = next ) {
next = event->eventNode.Next();
if ( event->object == obj ) {
if ( !evdef || ( evdef == event->eventdef ) ) {
event->Free();
}
}
}
}
/*
================
idEvent::ClearEventList
================
*/
void idEvent::ClearEventList( void ) {
int i;
//
// initialize lists
//
FreeEvents.Clear();
EventQueue.Clear();
//
// add the events to the free list
//
for( i = 0; i < MAX_EVENTS; i++ ) {
EventPool[ i ].Free();
}
}
/*
================
idEvent::ServiceEvents
================
*/
void idEvent::ServiceEvents( void ) {
idEvent *event;
int num;
int args[ D_EVENT_MAXARGS ];
int offset;
int i;
int numargs;
const char *formatspec;
trace_t **tracePtr;
const idEventDef *ev;
byte *data;
const char *materialName;
num = 0;
while( !EventQueue.IsListEmpty() ) {
event = EventQueue.Next();
assert( event );
if ( event->time > gameLocal.time ) {
break;
}
// copy the data into the local args array and set up pointers
ev = event->eventdef;
formatspec = ev->GetArgFormat();
numargs = ev->GetNumArgs();
for( i = 0; i < numargs; i++ ) {
offset = ev->GetArgOffset( i );
data = event->data;
switch( formatspec[ i ] ) {
case D_EVENT_FLOAT :
case D_EVENT_INTEGER :
args[ i ] = *reinterpret_cast<int *>( &data[ offset ] );
break;
case D_EVENT_VECTOR :
*reinterpret_cast<idVec3 **>( &args[ i ] ) = reinterpret_cast<idVec3 *>( &data[ offset ] );
break;
case D_EVENT_STRING :
*reinterpret_cast<const char **>( &args[ i ] ) = reinterpret_cast<const char *>( &data[ offset ] );
break;
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
*reinterpret_cast<idEntity **>( &args[ i ] ) = reinterpret_cast< idEntityPtr<idEntity> * >( &data[ offset ] )->GetEntity();
break;
case D_EVENT_TRACE :
tracePtr = reinterpret_cast<trace_t **>( &args[ i ] );
if ( *reinterpret_cast<bool *>( &data[ offset ] ) ) {
*tracePtr = reinterpret_cast<trace_t *>( &data[ offset + sizeof( bool ) ] );
if ( ( *tracePtr )->c.material != NULL ) {
// look up the material name to get the material pointer
materialName = reinterpret_cast<const char *>( &data[ offset + sizeof( bool ) + sizeof( trace_t ) ] );
( *tracePtr )->c.material = declManager->FindMaterial( materialName, true );
}
} else {
*tracePtr = NULL;
}
break;
default:
gameLocal.Error( "idEvent::ServiceEvents : Invalid arg format '%s' string for '%s' event.", formatspec, ev->GetName() );
}
}
// the event is removed from its list so that if then object
// is deleted, the event won't be freed twice
event->eventNode.Remove();
assert( event->object );
event->object->ProcessEventArgPtr( ev, args );
#if 0
// event functions may never leave return values on the FPU stack
// enable this code to check if any event call left values on the FPU stack
if ( !sys->FPU_StackIsEmpty() ) {
gameLocal.Error( "idEvent::ServiceEvents %d: %s left a value on the FPU stack\n", num, ev->GetName() );
}
#endif
// return the event to the free list
event->Free();
// Don't allow ourselves to stay in here too long. An abnormally high number
// of events being processed is evidence of an infinite loop of events.
num++;
if ( num > MAX_EVENTSPERFRAME ) {
gameLocal.Error( "Event overflow. Possible infinite loop in script." );
}
}
}
/*
================
idEvent::Init
================
*/
void idEvent::Init( void ) {
gameLocal.Printf( "Initializing event system\n" );
if ( eventError ) {
gameLocal.Error( "%s", eventErrorMsg );
}
#ifdef CREATE_EVENT_CODE
void CreateEventCallbackHandler();
CreateEventCallbackHandler();
gameLocal.Error( "Wrote event callback handler" );
#endif
if ( initialized ) {
gameLocal.Printf( "...already initialized\n" );
ClearEventList();
return;
}
ClearEventList();
eventDataAllocator.Init();
gameLocal.Printf( "...%i event definitions\n", idEventDef::NumEventCommands() );
// the event system has started
initialized = true;
}
/*
================
idEvent::Shutdown
================
*/
void idEvent::Shutdown( void ) {
gameLocal.Printf( "Shutdown event system\n" );
if ( !initialized ) {
gameLocal.Printf( "...not started\n" );
return;
}
ClearEventList();
eventDataAllocator.Shutdown();
// say it is now shutdown
initialized = false;
}
// HUMANHEAD pdm
int idEvent::NumQueuedEvents( const idClass *obj, const idEventDef *evdef ) {
idEvent *event;
idEvent *next;
int count=0;
if ( !initialized ) {
return 0;
}
for( event = EventQueue.Next(); event != NULL; event = next ) {
next = event->eventNode.Next();
if ( event->object == obj ) {
if ( !evdef || ( evdef == event->eventdef ) ) {
count++;
}
}
}
return count;
}
// HUMANHEAD END
/*
================
idEvent::Save
================
*/
void idEvent::Save( idSaveGame *savefile ) {
char *str;
int i, size;
idEvent *event;
byte *dataPtr;
bool validTrace;
const char *format;
savefile->WriteInt( EventQueue.Num() );
event = EventQueue.Next();
while( event != NULL ) {
savefile->WriteInt( event->time );
savefile->WriteString( event->eventdef->GetName() );
savefile->WriteString( event->typeinfo->classname );
savefile->WriteObject( event->object );
savefile->WriteInt( event->eventdef->GetArgSize() );
format = event->eventdef->GetArgFormat();
for ( i = 0, size = 0; i < event->eventdef->GetNumArgs(); ++i) {
dataPtr = &event->data[ event->eventdef->GetArgOffset( i ) ];
switch( format[ i ] ) {
case D_EVENT_FLOAT :
savefile->WriteFloat( *reinterpret_cast<float *>( dataPtr ) );
size += sizeof( float );
break;
case D_EVENT_INTEGER :
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
savefile->WriteInt( *reinterpret_cast<int *>( dataPtr ) );
size += sizeof( int );
break;
case D_EVENT_VECTOR :
savefile->WriteVec3( *reinterpret_cast<idVec3 *>( dataPtr ) );
size += sizeof( idVec3 );
break;
case D_EVENT_TRACE :
validTrace = *reinterpret_cast<bool *>( dataPtr );
savefile->WriteBool( validTrace );
size += sizeof( bool );
if ( validTrace ) {
size += sizeof( trace_t );
const trace_t &t = *reinterpret_cast<trace_t *>( dataPtr + sizeof( bool ) );
SaveTrace( savefile, t );
if ( t.c.material ) {
size += MAX_STRING_LEN;
str = reinterpret_cast<char *>( dataPtr + sizeof( bool ) + sizeof( trace_t ) );
savefile->Write( str, MAX_STRING_LEN );
}
}
break;
// HUMANHEAD mdl: Added support for saving strings passed in events
case D_EVENT_STRING:
str = reinterpret_cast<char *>( dataPtr );
savefile->Write( str, MAX_STRING_LEN );
size += MAX_STRING_LEN;
break;
// HUMANHEAD END
default:
break;
}
}
assert( size == event->eventdef->GetArgSize() );
event = event->eventNode.Next();
}
}
/*
================
idEvent::Restore
================
*/
void idEvent::Restore( idRestoreGame *savefile ) {
char *str;
int num, argsize, i, j, size;
idStr name;
byte *dataPtr;
idEvent *event;
const char *format;
savefile->ReadInt( num );
for ( i = 0; i < num; i++ ) {
if ( FreeEvents.IsListEmpty() ) {
gameLocal.Error( "idEvent::Restore : No more free events" );
}
event = FreeEvents.Next();
event->eventNode.Remove();
event->eventNode.AddToEnd( EventQueue );
savefile->ReadInt( event->time );
// read the event name
savefile->ReadString( name );
event->eventdef = idEventDef::FindEvent( name );
if ( !event->eventdef ) {
savefile->Error( "idEvent::Restore: unknown event '%s'", name.c_str() );
}
// read the classtype
savefile->ReadString( name );
event->typeinfo = idClass::GetClass( name );
if ( !event->typeinfo ) {
savefile->Error( "idEvent::Restore: unknown class '%s' on event '%s'", name.c_str(), event->eventdef->GetName() );
}
savefile->ReadObject( event->object );
// read the args
savefile->ReadInt( argsize );
if ( argsize != event->eventdef->GetArgSize() ) {
savefile->Error( "idEvent::Restore: arg size (%d) doesn't match saved arg size(%d) on event '%s'", event->eventdef->GetArgSize(), argsize, event->eventdef->GetName() );
}
if ( argsize ) {
event->data = eventDataAllocator.Alloc( argsize );
format = event->eventdef->GetArgFormat();
assert( format );
for ( j = 0, size = 0; j < event->eventdef->GetNumArgs(); ++j) {
dataPtr = &event->data[ event->eventdef->GetArgOffset( j ) ];
switch( format[ j ] ) {
case D_EVENT_FLOAT :
savefile->ReadFloat( *reinterpret_cast<float *>( dataPtr ) );
size += sizeof( float );
break;
case D_EVENT_INTEGER :
case D_EVENT_ENTITY :
case D_EVENT_ENTITY_NULL :
savefile->ReadInt( *reinterpret_cast<int *>( dataPtr ) );
size += sizeof( int );
break;
case D_EVENT_VECTOR :
savefile->ReadVec3( *reinterpret_cast<idVec3 *>( dataPtr ) );
size += sizeof( idVec3 );
break;
case D_EVENT_TRACE :
savefile->ReadBool( *reinterpret_cast<bool *>( dataPtr ) );
size += sizeof( bool );
if ( *reinterpret_cast<bool *>( dataPtr ) ) {
size += sizeof( trace_t );
trace_t &t = *reinterpret_cast<trace_t *>( dataPtr + sizeof( bool ) );
RestoreTrace( savefile, t) ;
if ( t.c.material ) {
size += MAX_STRING_LEN;
str = reinterpret_cast<char *>( dataPtr + sizeof( bool ) + sizeof( trace_t ) );
savefile->Read( str, MAX_STRING_LEN );
}
}
break;
// HUMANHEAD mdl: Added support for saving strings passed in events
case D_EVENT_STRING:
str = reinterpret_cast<char *>( dataPtr );
savefile->Read( str, MAX_STRING_LEN );
size += MAX_STRING_LEN;
break;
// HUMANHEAD END
default:
break;
}
}
assert( size == event->eventdef->GetArgSize() );
} else {
event->data = NULL;
}
}
}
/*
================
idEvent::ReadTrace
idRestoreGame has a ReadTrace procedure, but unfortunately idEvent wants the material
string name at the of the data structure rather than in the middle
================
*/
void idEvent::RestoreTrace( idRestoreGame *savefile, trace_t &trace ) {
savefile->ReadFloat( trace.fraction );
savefile->ReadVec3( trace.endpos );
savefile->ReadMat3( trace.endAxis );
savefile->ReadInt( (int&)trace.c.type );
savefile->ReadVec3( trace.c.point );
savefile->ReadVec3( trace.c.normal );
savefile->ReadFloat( trace.c.dist );
savefile->ReadInt( trace.c.contents );
savefile->ReadInt( (int&)trace.c.material );
savefile->ReadInt( trace.c.contents );
savefile->ReadInt( trace.c.modelFeature );
savefile->ReadInt( trace.c.trmFeature );
savefile->ReadInt( trace.c.id );
}
/*
================
idEvent::WriteTrace
idSaveGame has a WriteTrace procedure, but unfortunately idEvent wants the material
string name at the of the data structure rather than in the middle
================
*/
void idEvent::SaveTrace( idSaveGame *savefile, const trace_t &trace ) {
savefile->WriteFloat( trace.fraction );
savefile->WriteVec3( trace.endpos );
savefile->WriteMat3( trace.endAxis );
savefile->WriteInt( trace.c.type );
savefile->WriteVec3( trace.c.point );
savefile->WriteVec3( trace.c.normal );
savefile->WriteFloat( trace.c.dist );
savefile->WriteInt( trace.c.contents );
savefile->WriteInt( (int&)trace.c.material );
savefile->WriteInt( trace.c.contents );
savefile->WriteInt( trace.c.modelFeature );
savefile->WriteInt( trace.c.trmFeature );
savefile->WriteInt( trace.c.id );
}
#ifdef CREATE_EVENT_CODE
/*
================
CreateEventCallbackHandler
================
*/
void CreateEventCallbackHandler( void ) {
int num;
int count;
int i, j, k;
char argString[ D_EVENT_MAXARGS + 1 ];
idStr string1;
idStr string2;
idFile *file;
file = fileSystem->OpenFileWrite( "Callbacks.cpp" );
file->Printf( "// generated file - see CREATE_EVENT_CODE\n\n" );
for( i = 1; i <= D_EVENT_MAXARGS; i++ ) {
file->Printf( "\t/*******************************************************\n\n\t\t%d args\n\n\t*******************************************************/\n\n", i );
for ( j = 0; j < ( 1 << i ); j++ ) {
for ( k = 0; k < i; k++ ) {
argString[ k ] = j & ( 1 << k ) ? 'f' : 'i';
}
argString[ i ] = '\0';
string1.Empty();
string2.Empty();
for( k = 0; k < i; k++ ) {
if ( j & ( 1 << k ) ) {
string1 += "const float";
string2 += va( "*( float * )&data[ %d ]", k );
} else {
string1 += "const int";
string2 += va( "data[ %d ]", k );
}
if ( k < i - 1 ) {
string1 += ", ";
string2 += ", ";
}
}
file->Printf( "\tcase %d :\n\t\ttypedef void ( idClass::*eventCallback_%s_t )( %s );\n", ( 1 << ( i + D_EVENT_MAXARGS ) ) + j, argString, string1.c_str() );
file->Printf( "\t\t( this->*( eventCallback_%s_t )callback )( %s );\n\t\tbreak;\n\n", argString, string2.c_str() );
}
}
fileSystem->CloseFile( file );
}
#endif
+196
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// Copyright (C) 2004 Id Software, Inc.
//
/*
sys_event.h
Event are used for scheduling tasks and for linking script commands.
*/
#ifndef __SYS_EVENT_H__
#define __SYS_EVENT_H__
#define D_EVENT_MAXARGS 8 // if changed, enable the CREATE_EVENT_CODE define in Event.cpp to generate switch statement for idClass::ProcessEventArgPtr.
// running the game will then generate c:\doom\base\events.txt, the contents of which should be copied into the switch statement.
#define D_EVENT_VOID ( ( char )0 )
#define D_EVENT_INTEGER 'd'
#define D_EVENT_FLOAT 'f'
#define D_EVENT_VECTOR 'v'
#define D_EVENT_STRING 's'
#define D_EVENT_ENTITY 'e'
#define D_EVENT_ENTITY_NULL 'E' // event can handle NULL entity pointers
#define D_EVENT_TRACE 't'
#define MAX_EVENTS 4096
//HUMANHEAD: aob - needed for networking to send the least amount of bits
extern const int MAX_EVENTS_NUM_BITS;
//HUMANHEAD END
class idClass;
class idTypeInfo;
class idEventDef {
private:
const char *name;
const char *formatspec;
unsigned int formatspecIndex;
int returnType;
int numargs;
size_t argsize;
int argOffset[ D_EVENT_MAXARGS ];
int eventnum;
const idEventDef * next;
static idEventDef * eventDefList[MAX_EVENTS];
static int numEventDefs;
public:
idEventDef( const char *command, const char *formatspec = NULL, char returnType = 0 );
const char *GetName( void ) const;
const char *GetArgFormat( void ) const;
unsigned int GetFormatspecIndex( void ) const;
char GetReturnType( void ) const;
int GetEventNum( void ) const;
int GetNumArgs( void ) const;
size_t GetArgSize( void ) const;
int GetArgOffset( int arg ) const;
static int NumEventCommands( void );
static const idEventDef *GetEventCommand( int eventnum );
static const idEventDef *FindEvent( const char *name );
//HUMANHEAD: aob
static const idEventDef *FindEvent( int eventId );
//HUMANHEAD END
};
class idSaveGame;
class idRestoreGame;
class idEvent {
private:
const idEventDef *eventdef;
byte *data;
int time;
idClass *object;
const idTypeInfo *typeinfo;
idLinkList<idEvent> eventNode;
static idDynamicBlockAlloc<byte, 16 * 1024, 256> eventDataAllocator;
public:
static bool initialized;
~idEvent();
static idEvent *Alloc( const idEventDef *evdef, int numargs, va_list args );
static void CopyArgs( const idEventDef *evdef, int numargs, va_list args, int data[ D_EVENT_MAXARGS ] );
void Free( void );
void Schedule( idClass *object, const idTypeInfo *cls, int time );
byte *GetData( void );
// HUMANHEAD pdm
static int NumQueuedEvents( const idClass *obj, const idEventDef *evdef = NULL );
// HUMANHEAD END
static void CancelEvents( const idClass *obj, const idEventDef *evdef = NULL );
static void ClearEventList( void );
static void ServiceEvents( void );
static void Init( void );
static void Shutdown( void );
// save games
static void Save( idSaveGame *savefile ); // archives object for save game file
static void Restore( idRestoreGame *savefile ); // unarchives object from save game file
static void SaveTrace( idSaveGame *savefile, const trace_t &trace );
static void RestoreTrace( idRestoreGame *savefile, trace_t &trace );
};
/*
================
idEvent::GetData
================
*/
ID_INLINE byte *idEvent::GetData( void ) {
return data;
}
/*
================
idEventDef::GetName
================
*/
ID_INLINE const char *idEventDef::GetName( void ) const {
return name;
}
/*
================
idEventDef::GetArgFormat
================
*/
ID_INLINE const char *idEventDef::GetArgFormat( void ) const {
return formatspec;
}
/*
================
idEventDef::GetFormatspecIndex
================
*/
ID_INLINE unsigned int idEventDef::GetFormatspecIndex( void ) const {
return formatspecIndex;
}
/*
================
idEventDef::GetReturnType
================
*/
ID_INLINE char idEventDef::GetReturnType( void ) const {
return returnType;
}
/*
================
idEventDef::GetNumArgs
================
*/
ID_INLINE int idEventDef::GetNumArgs( void ) const {
return numargs;
}
/*
================
idEventDef::GetArgSize
================
*/
ID_INLINE size_t idEventDef::GetArgSize( void ) const {
return argsize;
}
/*
================
idEventDef::GetArgOffset
================
*/
ID_INLINE int idEventDef::GetArgOffset( int arg ) const {
assert( ( arg >= 0 ) && ( arg < D_EVENT_MAXARGS ) );
return argOffset[ arg ];
}
/*
================
idEventDef::GetEventNum
================
*/
ID_INLINE int idEventDef::GetEventNum( void ) const {
return eventnum;
}
#endif /* !__SYS_EVENT_H__ */
File diff suppressed because it is too large Load Diff
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// Copyright (C) 2004 Id Software, Inc.
//
#ifndef __SAVEGAME_H__
#define __SAVEGAME_H__
/*
Save game related helper classes.
*/
const int INITIAL_RELEASE_BUILD_NUMBER = 1262;
class idSaveGame {
public:
idSaveGame( idFile *savefile );
~idSaveGame();
void Close( void );
void AddObject( const idClass *obj );
void WriteObjectList( void );
void Write( const void *buffer, int len );
void WriteInt( const int value );
void WriteJoint( const jointHandle_t value );
void WriteShort( const short value );
void WriteByte( const byte value );
void WriteSignedChar( const signed char value );
void WriteFloat( const float value );
void WriteBool( const bool value );
void WriteString( const char *string );
void WriteVec2( const idVec2 &vec );
void WriteVec3( const idVec3 &vec );
void WriteVec4( const idVec4 &vec );
void WriteVec6( const idVec6 &vec );
void WriteWinding( const idWinding &winding );
void WriteBounds( const idBounds &bounds );
void WriteMat3( const idMat3 &mat );
void WriteAngles( const idAngles &angles );
void WriteObject( const idClass *obj );
void WriteStaticObject( const idClass &obj );
void WriteDict( const idDict *dict );
void WriteMaterial( const idMaterial *material );
void WriteSkin( const idDeclSkin *skin );
void WriteParticle( const idDeclParticle *particle );
void WriteFX( const idDeclFX *fx );
void WriteSoundShader( const idSoundShader *shader );
void WriteModelDef( const class idDeclModelDef *modelDef );
void WriteModel( const idRenderModel *model );
void WriteUserInterface( const idUserInterface *ui, bool unique );
void WriteRenderEntity( const renderEntity_t &renderEntity );
void WriteRenderLight( const renderLight_t &renderLight );
void WriteRefSound( const refSound_t &refSound );
void WriteRenderView( const renderView_t &view );
void WriteUsercmd( const usercmd_t &usercmd );
void WriteContactInfo( const contactInfo_t &contactInfo );
void WriteTrace( const trace_t &trace );
void WriteTraceModel( const idTraceModel &trace );
void WriteClipModel( const class idClipModel *clipModel );
void WriteSoundCommands( void );
// HUMANHEAD pdm: additions
void WriteEventDef( const idEventDef *event );
void WriteQuat( const idQuat &vec ); // HUMANHEAD mdl
void WriteStringList( const idList<idStr> &list ); // HUMANHEAD mdl
// HUMANHEAD END
void WriteBuildNumber( const int value );
private:
idFile * file;
idList<const idClass *> objects;
void CallSave_r( const idTypeInfo *cls, const idClass *obj );
};
class idRestoreGame {
public:
idRestoreGame( idFile *savefile );
~idRestoreGame();
void CreateObjects( void );
void RestoreObjects( void );
void DeleteObjects( void );
void Error( const char *fmt, ... ) id_attribute((format(printf,2,3)));
void Read( void *buffer, int len );
void ReadInt( int &value );
void ReadJoint( jointHandle_t &value );
void ReadShort( short &value );
void ReadByte( byte &value );
void ReadSignedChar( signed char &value );
void ReadFloat( float &value );
void ReadBool( bool &value );
void ReadString( idStr &string );
void ReadVec2( idVec2 &vec );
void ReadVec3( idVec3 &vec );
void ReadVec4( idVec4 &vec );
void ReadVec6( idVec6 &vec );
void ReadWinding( idWinding &winding );
void ReadBounds( idBounds &bounds );
void ReadMat3( idMat3 &mat );
void ReadAngles( idAngles &angles );
void ReadObject( idClass *&obj );
void ReadStaticObject( idClass &obj );
void ReadDict( idDict *dict );
void ReadMaterial( const idMaterial *&material );
void ReadSkin( const idDeclSkin *&skin );
void ReadParticle( const idDeclParticle *&particle );
void ReadFX( const idDeclFX *&fx );
void ReadSoundShader( const idSoundShader *&shader );
void ReadModelDef( const idDeclModelDef *&modelDef );
void ReadModel( idRenderModel *&model );
void ReadUserInterface( idUserInterface *&ui );
void ReadRenderEntity( renderEntity_t &renderEntity );
void ReadRenderLight( renderLight_t &renderLight );
void ReadRefSound( refSound_t &refSound );
void ReadRenderView( renderView_t &view );
void ReadUsercmd( usercmd_t &usercmd );
void ReadContactInfo( contactInfo_t &contactInfo );
void ReadTrace( trace_t &trace );
void ReadTraceModel( idTraceModel &trace );
void ReadClipModel( idClipModel *&clipModel );
void ReadSoundCommands( void );
// HUMANHEAD pdm: additions
void ReadEventDef( const idEventDef *&event );
void ReadQuat( idQuat &vec ); // HUMANHEAD mdl
void ReadStringList( idList<idStr> &list ); // HUMANHEAD mdl
// HUMANHEAD END
void ReadBuildNumber( void );
// Used to retrieve the saved game buildNumber from within class Restore methods
int GetBuildNumber( void );
private:
int buildNumber;
idFile * file;
idList<idClass *> objects;
void CallRestore_r( const idTypeInfo *cls, idClass *obj );
};
// HUMANHEAD mdl: Savefile debugging macros
#ifdef HUMANHEAD_SAVEDEBUG
#define WRITE_SAVEDEBUG_MARKER( savefile, value ) savefile->WriteInt( value )
#define READ_SAVEDEBUG_MARKER( savefile, value ) { int tmp; savefile->ReadInt( tmp ); assert( tmp == value ); }
#else
#define WRITE_SAVEDEBUG_MARKER( savefile, value )
#define READ_SAVEDEBUG_MARKER( savefile, value )
#endif
// HUMANHEAD END
#endif /* !__SAVEGAME_H__*/
File diff suppressed because it is too large Load Diff
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// Copyright (C) 2004 Id Software, Inc.
//
#ifndef __SYS_CMDS_H__
#define __SYS_CMDS_H__
void D_DrawDebugLines( void );
#endif /* !__SYS_CMDS_H__ */
+401
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// Copyright (C) 2004 Id Software, Inc.
//
#include "precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "../../framework/BuildVersion.h" // HUMANHEAD mdl
#if defined( _DEBUG )
#define BUILD_DEBUG "-debug"
#else
#define BUILD_DEBUG "-release"
#endif
/*
All game cvars should be defined here.
*/
#ifdef HUMANHEAD // HUMANHEAD
idCVar g_tips( "g_tips", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "allow hud tips to display" );
idCVar g_jawflap( "g_jawflap", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "controls jawflapping" );
idCVar g_wicked( "g_wicked", "0", CVAR_GAME | CVAR_BOOL, "if wicked mode is active" );
idCVar g_casino( "g_casino", "0", CVAR_GAME | CVAR_BOOL, "if casino mode is active" );
idCVar g_roadhouseCompleted( "g_roadhouseCompleted", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "if roadhouse map has been completed once" );
idCVar g_precache( "com_precache", "1", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "if on, precaches needed resources" ); // HUMANHEAD pdm: game side version
idCVar g_debugProjections( "g_debugProjections", "0", CVAR_GAME | CVAR_BOOL, "Shows projection windings" );
idCVar g_showProjectileLaunchPoint( "g_showProjectileLaunchPoint", "0", CVAR_GAME | CVAR_BOOL, "Shows position of projectile origin" );
idCVar p_tripwireDebug( "p_tripwireDebug", "0", CVAR_GAME | CVAR_BOOL, "Show tripwire trace" );
idCVar p_playerPhysicsDebug( "p_playerPhysicsDebug", "0", CVAR_GAME | CVAR_INTEGER, "Show player physics gravity alignment info" );
idCVar p_camRotRateScale( "p_camRotRateScale", "1.3", CVAR_GAME | CVAR_FLOAT, "Used to scale delta time thats passed into camera interpolator" );
idCVar p_camInterpDebug( "p_camInterpDebug", "0", CVAR_GAME | CVAR_INTEGER, "1: Shows lerp info, 2: Shows slerp info" );
idCVar p_iterRotMoveNumIterations( "p_iterRotMoveNumIterations", "5", CVAR_GAME | CVAR_INTEGER, "Per frame, the number of attempts to align the players bbox if unaligned to gravity" );
idCVar p_iterRotMoveTransDist( "p_iterRotMoveTransDist", "20", CVAR_GAME | CVAR_FLOAT, "Distance to translate per player bbox alignment attempt" );
idCVar p_disableCamInterp( "p_disableCamInterp", "0", CVAR_GAME | CVAR_BOOL, "Disable camera interpolator" );
idCVar p_mountedGunDebug( "p_mountedGunDebug", "0", CVAR_GAME | CVAR_INTEGER, "Shows debug info for mountedgun" );
idCVar g_mbNumBlurs( "g_mbNumBlurs", "5", CVAR_GAME | CVAR_INTEGER, "Number of images used in motion blur effect" );
idCVar g_mbFrameSpan( "g_mbFrameSpan", "10", CVAR_GAME | CVAR_FLOAT, "Motion blur: time each image spans" );
idCVar g_postEventsDebug( "g_postEventsDebug", "0", CVAR_GAME | CVAR_BOOL, "for showing all posted events" );
idCVar g_debugger( "g_debugger", "0", CVAR_GAME | CVAR_INTEGER, "In-game debugger (1=on, 2=interactive)" );
idCVar g_nodormant( "g_nodormant", "0", CVAR_GAME | CVAR_BOOL, "Disallow any dormant logic" );
idCVar g_robustDormantAll( "g_robustDormantAll", "0", CVAR_GAME | CVAR_BOOL, "All dormant checks check all areas" );
idCVar g_dormanttests( "g_dormanttests", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar pm_wallwalkstepsize( "pm_wallwalkstepsize", "8", CVAR_GAME | CVAR_FLOAT, "Step size while wallwalking" );
idCVar g_vehicleDebug( "g_vehicleDebug", "0", CVAR_GAME | CVAR_INTEGER, "print out vehicle physics debug info" );
idCVar sys_SavedPosition( "sys_savedPosition", "", CVAR_GAME | CVAR_ARCHIVE, "saved position used by getpos/putpos" );
idCVar g_crosshair( "g_crosshair", "1", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "Which crosshair to use (0=off)", 0, 8 );
idCVar g_springConstant( "g_springConstant", "200000", CVAR_GAME | CVAR_FLOAT, "Modify factor for bind controller tension" );
idCVar ai_debugBrain( "ai_debugBrain", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar ai_debugActions( "ai_debugAction", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar ai_talonAttack( "ai_talonAttack", "1", CVAR_GAME | CVAR_INTEGER, "Enable Talon's attacks" );
idCVar ai_debugPath( "ai_debugPath", "0", CVAR_GAME | CVAR_INTEGER, "Draw general-purpose pathfinding debug info" );
idCVar ai_hideSkipThink( "ai_hideSkipThink", "1", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "Hidden monsters don't think at all" );
idCVar g_debugAFs( "g_debugAFs", "0", CVAR_GAME | CVAR_INTEGER, "print out info on what the ragdolls are doing" );
idCVar g_debugFX( "g_debugFX", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_showDormant( "g_showDormant", "0", CVAR_GAME | CVAR_BOOL, "1= Prints out msgs when an entity goes dormant" );
idCVar ai_showNoAAS( "ai_showNoAAS", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "1= Show when monsters do not have AAS available (shows a ?)" );
idCVar ai_printSpeech( "ai_printSpeech", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "1= Draw hunter speech sounds" );
idCVar ai_skipSpeech( "ai_skipSpeech", "0", CVAR_GAME | CVAR_BOOL, "1= Do not use the AI speech system" );
idCVar ai_skipThink( "ai_skipThink", "0", CVAR_GAME | CVAR_BOOL, "1= Do not execute hhAI::Think() fxn" );
idCVar g_useDDA( "g_useDDA", "1", CVAR_GAME | CVAR_BOOL, "Whether to use dda system" );
idCVar g_debugMatter( "g_debugmatter", "0", CVAR_GAME | CVAR_INTEGER, "turns on matter based debugging, 2=include wallwalk traces" );
idCVar g_debugImpulse( "g_debugimpulse", "0", CVAR_GAME | CVAR_BOOL, "turns on impulse debugging" );
idCVar sys_forceCache( "sys_forceCache", "0", CVAR_BOOL | CVAR_SYSTEM, "force resource caching even when developer is on" ); //HUMANHEAD mdc - added for developer cache skipping
idCVar g_showGamePortals( "g_showGamePortals", "0", CVAR_GAME | CVAR_INTEGER, "draw game portal connections" );
idCVar g_showValidSoundAreas( "g_showValidSoundAreas", "0", CVAR_GAME | CVAR_INTEGER, "draw valid sound areas" );
idCVar g_testModelPitch( "g_testModelPitch", "0", CVAR_GAME | CVAR_FLOAT, "pitch of angle of test model" );
idCVar g_printDDA( "g_printDDA", "0", CVAR_GAME | CVAR_BOOL, "Prints DDA information to the console" );
#if GOLD
idCVar g_trackDDA( "g_trackDDA", "0", CVAR_GAME | CVAR_BOOL, "Whether to track detailed statistics as the player goes through a level" );
idCVar g_dumpDDA( "g_dumpDDA", "0", CVAR_GAME | CVAR_BOOL, "Whether to automatically dump DDA tracking statistics on level change" );
idCVar g_maxEntitiesWarning( "g_maxEntitiesWarning", "0", CVAR_GAME | CVAR_INTEGER, "max number of entities before warning is displayed" );
#else
idCVar g_trackDDA( "g_trackDDA", "1", CVAR_GAME | CVAR_BOOL, "Whether to track detailed statistics as the player goes through a level" );
idCVar g_dumpDDA( "g_dumpDDA", "0", CVAR_GAME | CVAR_BOOL, "Whether to automatically dump DDA tracking statistics on level change" );
idCVar g_maxEntitiesWarning( "g_maxEntitiesWarning", "3596", CVAR_GAME | CVAR_INTEGER, "max number of entities before warning is displayed" );
#endif
idCVar g_showEntityCount( "g_showEntityCount", "0", CVAR_GAME | CVAR_BOOL, "1=show entity count" );
idCVar g_expensiveMS( "g_expensiveMS", "0.1", CVAR_GAME | CVAR_FLOAT, "ms of think to be considered expensive by debugger" );
idCVar g_runMapCycle( "g_runMapCycle", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "whether to run the map cycling script (g_mapcycle)" );
idCVar g_forceSingleSmokeView( "g_forceSingleSmokeView", "0", CVAR_GAME | CVAR_BOOL, "do not consider multiple views for smoke system" );
#if GERMAN_VERSION
idCVar g_nogore( "g_nogore", "1", CVAR_GAME | CVAR_BOOL | CVAR_ROM, "Disables gore");
#else
idCVar g_nogore( "g_nogore", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Disables gore");
#endif
#endif //HUMANHEAD END
//HUMANHEAD rww - only supported types
//const char *si_gameTypeArgs[] = { "singleplayer", "deathmatch", "Tourney", "Team DM", "Last Man", "cooperative", NULL };
const char *si_gameTypeArgs[] = { "singleplayer", "deathmatch", "Team DM", NULL };
//HUMANHEAD END
const char *si_readyArgs[] = { "Not Ready", "Ready", NULL };
const char *si_spectateArgs[] = { "Play", "Spectate", NULL };
// HUMANHEAD pdm: removed
//const char *ui_skinArgs[] = { "skins/characters/player/marine_mp", "skins/characters/player/marine_mp_red", "skins/characters/player/marine_mp_blue", "skins/characters/player/marine_mp_green", "skins/characters/player/marine_mp_yellow", NULL };
const char *ui_teamArgs[] = { "Red", "Blue", NULL };
struct gameVersion_s {
gameVersion_s( void ) { sprintf( string, "%s 1.0.%d%s%s %s %s %s", GAME_NAME, BUILD_NUMBER, BUILD_DEBUG, ID_VERSIONTAG, BUILD_STRING, __DATE__, __TIME__ ); }
char string[256];
} gameVersion;
idCVar g_version( "g_version", gameVersion.string, CVAR_GAME | CVAR_ROM, "game version" );
// noset vars
idCVar gamename( "gamename", GAME_VERSION, CVAR_GAME | CVAR_SERVERINFO | CVAR_ROM, "" );
idCVar gamedate( "gamedate", __DATE__, CVAR_GAME | CVAR_ROM, "" );
// server info
//HUMANHEAD rww - changed defaults for si_name, si_map, si_maxPlayers
idCVar si_name( "si_name", "Prey Server", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "name of the server" );
//HUMANHEAD rww - removed unsupported game types from description
idCVar si_gameType( "si_gameType", si_gameTypeArgs[ 0 ], CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "game type - singleplayer, deathmatch, or Team DM", si_gameTypeArgs, idCmdSystem::ArgCompletion_String<si_gameTypeArgs> );
idCVar si_map( "si_map", "dmshuttle2",CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "map to be played next on server", idCmdSystem::ArgCompletion_MapName );
idCVar si_maxPlayers( "si_maxPlayers", "8", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "max number of players allowed on the server", 1, 8 );
idCVar si_fragLimit( "si_fragLimit", "10", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "frag limit", 1, MP_PLAYER_MAXFRAGS );
idCVar si_timeLimit( "si_timeLimit", "10", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "time limit in minutes", 0, 60 );
idCVar si_teamDamage( "si_teamDamage", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable team damage" );
idCVar si_warmup( "si_warmup", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "do pre-game warmup" );
idCVar si_usePass( "si_usePass", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable client password checking" );
idCVar si_pure( "si_pure", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL, "server is pure and does not allow modified data" );
idCVar si_spectators( "si_spectators", "1", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "allow spectators or require all clients to play" );
idCVar si_serverURL( "si_serverURL", "", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE, "where to reach the server admins and get information about the server" );
// user info
// HUMANHEAD pdm - changed defaults for ui_name
idCVar ui_name( "ui_name", "Tommy", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player name" );
// HUMANHEAD pdm: removed
//idCVar ui_skin( "ui_skin", ui_skinArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String<ui_skinArgs> );
idCVar ui_team( "ui_team", ui_teamArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player team", ui_teamArgs, idCmdSystem::ArgCompletion_String<ui_teamArgs> );
idCVar ui_autoSwitch( "ui_autoSwitch", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" );
idCVar ui_autoReload( "ui_autoReload", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto reload weapon" );
idCVar ui_showGun( "ui_showGun", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "show gun" );
idCVar ui_ready( "ui_ready", si_readyArgs[ 0 ], CVAR_GAME | CVAR_USERINFO, "player is ready to start playing", idCmdSystem::ArgCompletion_String<si_readyArgs> );
idCVar ui_spectate( "ui_spectate", si_spectateArgs[ 0 ], CVAR_GAME | CVAR_USERINFO, "play or spectate", idCmdSystem::ArgCompletion_String<si_spectateArgs> );
idCVar ui_chat( "ui_chat", "0", CVAR_GAME | CVAR_USERINFO | CVAR_BOOL | CVAR_ROM | CVAR_CHEAT, "player is chatting" );
//HUMANHEAD rww
idCVar ui_modelNum( "ui_modelNum", "0", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player model" );
//HUMANHEAD END
// change anytime vars
idCVar developer( "developer", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar r_aspectRatio( "r_aspectRatio", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_ARCHIVE, "aspect ratio of view:\n0 = 4:3\n1 = 16:9\n2 = 16:10", 0, 2 );
idCVar g_cinematic( "g_cinematic", "1", CVAR_GAME | CVAR_BOOL, "skips updating entities that aren't marked 'cinematic' '1' during cinematics" );
idCVar g_cinematicMaxSkipTime( "g_cinematicMaxSkipTime", "600", CVAR_GAME | CVAR_FLOAT, "# of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end.", 0, 3600 );
idCVar g_muzzleFlash( "g_muzzleFlash", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show muzzle flashes" );
idCVar g_projectileLights( "g_projectileLights", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show dynamic lights on projectiles" );
idCVar g_bloodEffects( "g_bloodEffects", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show blood splats, sprays and gibs" );
idCVar g_doubleVision( "g_doubleVision", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show double vision when taking damage" );
idCVar g_monsters( "g_monsters", "1", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_decals( "g_decals", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show decals such as bullet holes" );
idCVar g_knockback( "g_knockback", "1000", CVAR_GAME | CVAR_INTEGER, "" );
//idCVar g_skill( "g_skill", "1", CVAR_GAME | CVAR_INTEGER, "" ); // HUMANHEAD pdm: skill not used
idCVar g_nightmare( "g_nightmare", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "if nightmare mode is allowed" );
idCVar g_gravity( "g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_skipFX( "g_skipFX", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_skipParticles( "g_skipParticles", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_ragdollDecals( "g_ragdollDecals", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "ragdolls leave blood splats" );
idCVar g_disasm( "g_disasm", "0", CVAR_GAME | CVAR_BOOL, "disassemble script into base/script/disasm.txt on the local drive when script is compiled" );
idCVar g_debugBounds( "g_debugBounds", "0", CVAR_GAME | CVAR_BOOL, "checks for models with bounds > 2048" );
idCVar g_debugAnim( "g_debugAnim", "-1", CVAR_GAME | CVAR_INTEGER, "displays information on which animations are playing on the specified entity number. set to -1 to disable." );
idCVar g_debugMove( "g_debugMove", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_debugDamage( "g_debugDamage", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_debugWeapon( "g_debugWeapon", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_debugScript( "g_debugScript", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_debugMover( "g_debugMover", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_debugTriggers( "g_debugTriggers", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_debugCinematic( "g_debugCinematic", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_stopTime( "g_stopTime", "0", CVAR_GAME | CVAR_BOOL, "" );
/* HUMANHEAD pdm: not used
idCVar g_damageScale( "g_damageScale", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "scale final damage on player by this factor" );
idCVar g_armorProtection( "g_armorProtection", "0.3", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "armor takes this percentage of damage" );
idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.6", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "armor takes this percentage of damage in mp" );
idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "scale damage and armor dynamically to keep the player alive more often" );
idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how often to take health in nightmare mode" );
idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how much health to take in nightmare mode" );
idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how low can health get taken in nightmare mode" );
*/
idCVar g_showPVS( "g_showPVS", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 );
idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and thier targets. hidden entities are drawn grey." );
idCVar g_showTriggers( "g_showTriggers", "0", CVAR_GAME | CVAR_BOOL, "draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey." );
idCVar g_showCollisionWorld( "g_showCollisionWorld", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_showCollisionModels( "g_showCollisionModels", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_showCollisionTraces( "g_showCollisionTraces", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_maxShowDistance( "g_maxShowDistance", "128", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_showEntityInfo( "g_showEntityInfo", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_showviewpos( "g_showviewpos", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME | CVAR_ARCHIVE, "displays the current frame # for the camera when playing cinematics" );
idCVar g_showTestModelFrame( "g_showTestModelFrame", "0", CVAR_GAME | CVAR_BOOL, "displays the current animation and frame # for testmodels" );
idCVar g_showActiveEntities( "g_showActiveEntities", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green." );
idCVar g_showEnemies( "g_showEnemies", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around monsters that have targeted the the player" );
idCVar g_artificialPlayerCount( "g_artificialPlayerCount", "0", CVAR_GAME | CVAR_INTEGER, "spawns artificial players" ); //HUMANHEAD rww
idCVar g_frametime( "g_frametime", "0", CVAR_GAME | CVAR_BOOL, "displays timing information for each game frame" );
idCVar g_timeentities( "g_timeEntities", "0", CVAR_GAME | CVAR_FLOAT, "when non-zero, shows entities whose think functions exceeded the # of milliseconds specified" );
idCVar ai_debugScript( "ai_debugScript", "-1", CVAR_GAME | CVAR_INTEGER, "displays script calls for the specified monster entity number" );
idCVar ai_debugMove( "ai_debugMove", "0", CVAR_GAME | CVAR_BOOL, "draws movement information for monsters" );
idCVar ai_debugTrajectory( "ai_debugTrajectory", "0", CVAR_GAME | CVAR_BOOL, "draws trajectory tests for monsters" );
idCVar ai_testPredictPath( "ai_testPredictPath", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar ai_showCombatNodes( "ai_showCombatNodes", "0", CVAR_GAME | CVAR_BOOL, "draws attack cones for monsters" );
idCVar ai_showPaths( "ai_showPaths", "0", CVAR_GAME | CVAR_BOOL, "draws path_* entities" );
idCVar ai_showObstacleAvoidance( "ai_showObstacleAvoidance", "0", CVAR_GAME | CVAR_INTEGER, "draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar ai_blockedFailSafe( "ai_blockedFailSafe", "1", CVAR_GAME | CVAR_BOOL, "enable blocked fail safe handling" );
idCVar g_dvTime( "g_dvTime", "1", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_dvAmplitude( "g_dvAmplitude", "0.001", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_dvFrequency( "g_dvFrequency", "0.5", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_kickTime( "g_kickTime", "1", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_kickAmplitude( "g_kickAmplitude", "0.0001", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_blobTime( "g_blobTime", "1", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_blobSize( "g_blobSize", "1", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_testHealthVision( "g_testHealthVision", "0", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_editEntityMode( "g_editEntityMode", "0", CVAR_GAME | CVAR_INTEGER, "0 = off\n"
"1 = lights\n"
"2 = sounds\n"
"3 = articulated figures\n"
"4 = particle systems\n"
"5 = monsters\n"
"6 = entity names\n"
"7 = entity models", 0, 7, idCmdSystem::ArgCompletion_Integer<0,7> );
idCVar g_dragEntity( "g_dragEntity", "0", CVAR_GAME | CVAR_BOOL, "allows dragging physics objects around by placing the crosshair over them and holding the fire button" );
idCVar g_dragDamping( "g_dragDamping", "0.5", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_dragShowSelection( "g_dragShowSelection", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_dropItemRotation( "g_dropItemRotation", "", CVAR_GAME, "" );
idCVar g_vehicleVelocity( "g_vehicleVelocity", "1000", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_vehicleForce( "g_vehicleForce", "50000", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_vehicleSuspensionUp( "g_vehicleSuspensionUp", "32", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_vehicleSuspensionDown( "g_vehicleSuspensionDown", "20", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_vehicleSuspensionKCompress("g_vehicleSuspensionKCompress","200", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_vehicleSuspensionDamping( "g_vehicleSuspensionDamping","400", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_vehicleTireFriction( "g_vehicleTireFriction", "0.8", CVAR_GAME | CVAR_FLOAT, "" );
idCVar ik_enable( "ik_enable", "1", CVAR_GAME | CVAR_BOOL, "enable IK" );
idCVar ik_debug( "ik_debug", "0", CVAR_GAME | CVAR_BOOL, "show IK debug lines" );
idCVar af_useLinearTime( "af_useLinearTime", "1", CVAR_GAME | CVAR_BOOL, "use linear time algorithm for tree-like structures" );
idCVar af_useImpulseFriction( "af_useImpulseFriction", "0", CVAR_GAME | CVAR_BOOL, "use impulse based contact friction" );
idCVar af_useJointImpulseFriction( "af_useJointImpulseFriction","0", CVAR_GAME | CVAR_BOOL, "use impulse based joint friction" );
idCVar af_useSymmetry( "af_useSymmetry", "1", CVAR_GAME | CVAR_BOOL, "use constraint matrix symmetry" );
idCVar af_skipSelfCollision( "af_skipSelfCollision", "0", CVAR_GAME | CVAR_BOOL, "skip self collision detection" );
idCVar af_skipLimits( "af_skipLimits", "0", CVAR_GAME | CVAR_BOOL, "skip joint limits" );
idCVar af_skipFriction( "af_skipFriction", "0", CVAR_GAME | CVAR_BOOL, "skip friction" );
idCVar af_forceFriction( "af_forceFriction", "-1", CVAR_GAME | CVAR_FLOAT, "force the given friction value" );
idCVar af_maxLinearVelocity( "af_maxLinearVelocity", "128", CVAR_GAME | CVAR_FLOAT, "maximum linear velocity" );
idCVar af_maxAngularVelocity( "af_maxAngularVelocity", "1.57", CVAR_GAME | CVAR_FLOAT, "maximum angular velocity" );
idCVar af_timeScale( "af_timeScale", "1", CVAR_GAME | CVAR_FLOAT, "scales the time" );
idCVar af_jointFrictionScale( "af_jointFrictionScale", "0", CVAR_GAME | CVAR_FLOAT, "scales the joint friction" );
idCVar af_contactFrictionScale( "af_contactFrictionScale", "0", CVAR_GAME | CVAR_FLOAT, "scales the contact friction" );
idCVar af_highlightBody( "af_highlightBody", "", CVAR_GAME, "name of the body to highlight" );
idCVar af_highlightConstraint( "af_highlightConstraint", "", CVAR_GAME, "name of the constraint to highlight" );
idCVar af_showTimings( "af_showTimings", "0", CVAR_GAME | CVAR_BOOL, "show articulated figure cpu usage" );
idCVar af_showConstraints( "af_showConstraints", "0", CVAR_GAME | CVAR_BOOL, "show constraints" );
idCVar af_showConstraintNames( "af_showConstraintNames", "0", CVAR_GAME | CVAR_BOOL, "show constraint names" );
idCVar af_showConstrainedBodies( "af_showConstrainedBodies", "0", CVAR_GAME | CVAR_BOOL, "show the two bodies contrained by the highlighted constraint" );
idCVar af_showPrimaryOnly( "af_showPrimaryOnly", "0", CVAR_GAME | CVAR_BOOL, "show primary constraints only" );
idCVar af_showTrees( "af_showTrees", "0", CVAR_GAME | CVAR_BOOL, "show tree-like structures" );
idCVar af_showLimits( "af_showLimits", "0", CVAR_GAME | CVAR_BOOL, "show joint limits" );
idCVar af_showBodies( "af_showBodies", "0", CVAR_GAME | CVAR_BOOL, "show bodies" );
idCVar af_showBodyNames( "af_showBodyNames", "0", CVAR_GAME | CVAR_BOOL, "show body names" );
idCVar af_showMass( "af_showMass", "0", CVAR_GAME | CVAR_BOOL, "show the mass of each body" );
idCVar af_showTotalMass( "af_showTotalMass", "0", CVAR_GAME | CVAR_BOOL, "show the total mass of each articulated figure" );
idCVar af_showInertia( "af_showInertia", "0", CVAR_GAME | CVAR_BOOL, "show the inertia tensor of each body" );
idCVar af_showVelocity( "af_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "show the velocity of each body" );
idCVar af_showActive( "af_showActive", "0", CVAR_GAME | CVAR_BOOL, "show tree-like structures of articulated figures not at rest" );
idCVar af_testSolid( "af_testSolid", "1", CVAR_GAME | CVAR_BOOL, "test for bodies initially stuck in solid" );
idCVar rb_showTimings( "rb_showTimings", "0", CVAR_GAME | CVAR_BOOL, "show rigid body cpu usage" );
idCVar rb_showBodies( "rb_showBodies", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies" );
idCVar rb_showMass( "rb_showMass", "0", CVAR_GAME | CVAR_BOOL, "show the mass of each rigid body" );
idCVar rb_showInertia( "rb_showInertia", "0", CVAR_GAME | CVAR_BOOL, "show the inertia tensor of each rigid body" );
idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "show the velocity of each rigid body" );
idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
// The default values for player movement cvars are set in def/player.def
idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate hieght the player can jump" );
idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" );
idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" );
idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
idCVar pm_runspeed( "pm_runspeed", "220", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while running" );
idCVar pm_noclipspeed( "pm_noclipspeed", "200", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while in noclip" );
idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while spectating" );
idCVar pm_spectatebbox( "pm_spectatebbox", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "size of the spectator bounding box" );
idCVar pm_usecylinder( "pm_usecylinder", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "use a cylinder approximation instead of a bounding box for player collision detection" );
idCVar pm_minviewpitch( "pm_minviewpitch", "-89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "amount player's view can look up (negative values are up)" );
idCVar pm_maxviewpitch( "pm_maxviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "amount player's view can look down" );
idCVar pm_stamina( "pm_stamina", "24", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "length of time player can run" );
idCVar pm_staminathreshold( "pm_staminathreshold", "45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "when stamina drops below this value, player gradually slows to a walk" );
idCVar pm_staminarate( "pm_staminarate", "0.75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge." );
idCVar pm_crouchheight( "pm_crouchheight", "38", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while crouched" );
idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while crouched" );
idCVar pm_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while standing" );
idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while standing" );
idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while dead" );
idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while dead" );
idCVar pm_crouchrate( "pm_crouchrate", "0.87", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "time it takes for player's view to change from standing to crouching" );
idCVar pm_bboxwidth( "pm_bboxwidth", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "x/y size of player's bounding box" );
idCVar pm_crouchbob( "pm_crouchbob", "0.5", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob much faster when crouched" );
idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob slowly when walking" );
idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob faster when running" );
idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
idCVar pm_bobup( "pm_bobup", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" ); // HUMANHEAD: was 0.005
idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "camera distance from player in 3rd person" );
idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" );
idCVar pm_thirdPerson( "pm_thirdPerson", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view" );
idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" );
idCVar pm_modelView( "pm_modelView", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "draws camera from POV of player model (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" );
//HUMANHEAD rww
idCVar pm_thirdPersonDeathMP( "pm_thirdPersonDeathMP", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies in mp" );
//HUMANHEAD END
//HUMANHEAD rww
idCVar g_showAimHealth( "g_showAimHealth", "0", CVAR_GAME | CVAR_BOOL, "health display of target (gameplay testing)" );
//HUMANHEAD END
idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );
idCVar g_showProjectilePct( "g_showProjectilePct", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables display of player hit percentage" );
idCVar g_showBrass( "g_showBrass", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables ejected shells from weapon" );
idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_viewNodalX( "g_viewNodalX", "0", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_viewNodalZ( "g_viewNodalZ", "0", CVAR_GAME | CVAR_FLOAT, "" );
idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "" );
idCVar g_skipViewEffects( "g_skipViewEffects", "0", CVAR_GAME | CVAR_BOOL, "skip damage and other view effects" );
idCVar g_mpWeaponAngleScale( "g_mpWeaponAngleScale", "0", CVAR_GAME | CVAR_FLOAT, "Control the weapon sway in MP" );
idCVar g_testParticle( "g_testParticle", "0", CVAR_GAME | CVAR_INTEGER, "test particle visualation, set by the particle editor" );
idCVar g_testParticleName( "g_testParticleName", "", CVAR_GAME, "name of the particle being tested by the particle editor" );
idCVar g_testModelRotate( "g_testModelRotate", "0", CVAR_GAME, "test model rotation speed" );
idCVar g_testPostProcess( "g_testPostProcess", "", CVAR_GAME, "name of material to draw over screen" );
idCVar g_testModelAnimate( "g_testModelAnimate", "0", CVAR_GAME | CVAR_INTEGER, "test model animation,\n"
"0 = cycle anim with origin reset\n"
"1 = cycle anim with fixed origin\n"
"2 = cycle anim with continuous origin\n"
"3 = frame by frame with continuous origin\n"
"4 = play anim once", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> );
idCVar g_testModelBlend( "g_testModelBlend", "0", CVAR_GAME | CVAR_INTEGER, "number of frames to blend" );
idCVar g_testDeath( "g_testDeath", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_exportMask( "g_exportMask", "", CVAR_GAME | CVAR_ARCHIVE, "" ); // HUMANHEAD: made archive
idCVar g_flushSave( "g_flushSave", "0", CVAR_GAME | CVAR_BOOL, "1 = don't buffer file writing for save games." );
idCVar aas_test( "aas_test", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar aas_showAreas( "aas_showAreas", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar aas_showPath( "aas_showPath", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar aas_showFlyPath( "aas_showFlyPath", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar aas_showWallEdges( "aas_showWallEdges", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar aas_showHideArea( "aas_showHideArea", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar aas_pullPlayer( "aas_pullPlayer", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar aas_randomPullPlayer( "aas_randomPullPlayer", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar aas_goalArea( "aas_goalArea", "0", CVAR_GAME | CVAR_INTEGER, "" );
idCVar aas_showPushIntoArea( "aas_showPushIntoArea", "0", CVAR_GAME | CVAR_BOOL, "" );
idCVar g_password( "g_password", "", CVAR_GAME | CVAR_ARCHIVE, "game password" );
idCVar password( "password", "", CVAR_GAME | CVAR_NOCHEAT, "client password used when connecting" );
idCVar g_countDown( "g_countDown", "10", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "pregame countdown in seconds", 4, 3600 );
idCVar g_gameReviewPause( "g_gameReviewPause", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER | CVAR_ARCHIVE, "scores review time in seconds (at end game)", 2, 3600 );
idCVar g_TDMArrows( "g_TDMArrows", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "draw arrows over teammates in team deathmatch" );
idCVar g_balanceTDM( "g_balanceTDM", "1", CVAR_GAME | CVAR_BOOL, "maintain even teams" );
idCVar net_clientPredictGUI( "net_clientPredictGUI", "1", CVAR_GAME | CVAR_BOOL, "test guis in networking without prediction" );
idCVar g_voteFlags( "g_voteFlags", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER | CVAR_ARCHIVE, "vote flags. bit mask of votes not allowed on this server\n"
"bit 0 (+1) restart now\n"
"bit 1 (+2) time limit\n"
"bit 2 (+4) frag limit\n"
"bit 3 (+8) game type\n"
"bit 4 (+16) kick player\n"
"bit 5 (+32) change map\n"
"bit 6 (+64) spectators\n"
"bit 7 (+128) next map" );
idCVar g_mapCycle( "g_mapCycle", "mapcycle", CVAR_GAME | CVAR_ARCHIVE, "map cycling script for multiplayer games - see mapcycle.scriptcfg" );
// HUMANHEAD pdm: removed
//idCVar mod_validSkins( "mod_validSkins", "skins/characters/player/marine_mp;skins/characters/player/marine_mp_green;skins/characters/player/marine_mp_blue;skins/characters/player/marine_mp_red;skins/characters/player/marine_mp_yellow", CVAR_GAME | CVAR_ARCHIVE, "valid skins for the game" );
idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" );
idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" );
idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, seperated by ;" );
+294
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// Copyright (C) 2004 Id Software, Inc.
//
#ifndef __SYS_CVAR_H__
#define __SYS_CVAR_H__
// HUMANHEAD
extern idCVar g_tips;
extern idCVar g_jawflap;
extern idCVar g_wicked;
extern idCVar g_casino;
extern idCVar g_roadhouseCompleted;
extern idCVar g_precache;
extern idCVar g_debugProjections;
extern idCVar g_showProjectileLaunchPoint;
extern idCVar p_tripwireDebug;
extern idCVar p_playerPhysicsDebug;
extern idCVar p_camRotRateScale;
extern idCVar p_camInterpDebug;
extern idCVar p_iterRotMoveNumIterations;
extern idCVar p_iterRotMoveTransDist;
extern idCVar p_disableCamInterp;
extern idCVar p_mountedGunDebug;
extern idCVar g_mbNumBlurs;
extern idCVar g_mbFrameSpan;
extern idCVar g_postEventsDebug;
extern idCVar g_debugger;
extern idCVar g_nodormant;
extern idCVar g_robustDormantAll;
extern idCVar g_dormanttests;
extern idCVar pm_wallwalkstepsize;
extern idCVar g_vehicleDebug;
extern idCVar sys_SavedPosition;
extern idCVar g_crosshair;
extern idCVar g_springConstant;
extern idCVar g_debugAFs;
extern idCVar g_debugFX;
extern idCVar ai_debugActions;
extern idCVar ai_debugBrain;
extern idCVar ai_printSpeech;
extern idCVar ai_talonAttack;
extern idCVar ai_debugPath;
extern idCVar ai_hideSkipThink;
extern idCVar g_showDormant;
extern idCVar ai_showNoAAS;
extern idCVar ai_skipSpeech;
extern idCVar ai_skipThink;
extern idCVar g_useDDA;
extern idCVar g_printDDA;
extern idCVar g_trackDDA;
extern idCVar g_dumpDDA;
extern idCVar g_debugMatter;
extern idCVar g_debugImpulse;
extern idCVar sys_forceCache; //mdc - added for forcing caching even if developer is set
extern idCVar g_showGamePortals;
extern idCVar g_showValidSoundAreas;
extern idCVar g_testModelPitch;
extern idCVar g_maxEntitiesWarning;
extern idCVar g_showEntityCount;
extern idCVar g_expensiveMS;
extern idCVar g_nogore;
extern idCVar g_runMapCycle;
extern idCVar g_forceSingleSmokeView;
//HUMANHEAD END
extern idCVar developer;
extern idCVar g_cinematic;
extern idCVar g_cinematicMaxSkipTime;
extern idCVar r_aspectRatio;
extern idCVar g_monsters;
extern idCVar g_decals;
extern idCVar g_knockback;
//extern idCVar g_skill; // HUMANHEAD pdm: not used
extern idCVar g_gravity;
extern idCVar g_skipFX;
extern idCVar g_skipParticles;
extern idCVar g_bloodEffects;
extern idCVar g_projectileLights;
extern idCVar g_doubleVision;
extern idCVar g_muzzleFlash;
extern idCVar g_ragdollDecals;
extern idCVar g_disasm;
extern idCVar g_debugBounds;
extern idCVar g_debugAnim;
extern idCVar g_debugMove;
extern idCVar g_debugDamage;
extern idCVar g_debugWeapon;
extern idCVar g_debugScript;
extern idCVar g_debugMover;
extern idCVar g_debugTriggers;
extern idCVar g_debugCinematic;
extern idCVar g_stopTime;
//extern idCVar g_armorProtection; // HUMANHEAD pdm: not used
//extern idCVar g_armorProtectionMP; // HUMANHEAD pdm: not used
//extern idCVar g_damageScale; // HUMANHEAD pdm: not used
//extern idCVar g_useDynamicProtection; // HUMANHEAD pdm: not used
//extern idCVar g_healthTakeTime; // HUMANHEAD pdm: not used
//extern idCVar g_healthTakeAmt; // HUMANHEAD pdm: not used
//extern idCVar g_healthTakeLimit; // HUMANHEAD pdm: not used
extern idCVar g_showPVS;
extern idCVar g_showTargets;
extern idCVar g_showTriggers;
extern idCVar g_showCollisionWorld;
extern idCVar g_showCollisionModels;
extern idCVar g_showCollisionTraces;
extern idCVar g_maxShowDistance;
extern idCVar g_showEntityInfo;
extern idCVar g_showviewpos;
extern idCVar g_showcamerainfo;
extern idCVar g_showTestModelFrame;
extern idCVar g_showActiveEntities;
extern idCVar g_showEnemies;
extern idCVar g_artificialPlayerCount; //HUMANHEAD rww
extern idCVar g_frametime;
extern idCVar g_timeentities;
extern idCVar ai_debugScript;
extern idCVar ai_debugMove;
extern idCVar ai_debugTrajectory;
extern idCVar ai_testPredictPath;
extern idCVar ai_showCombatNodes;
extern idCVar ai_showPaths;
extern idCVar ai_showObstacleAvoidance;
extern idCVar ai_blockedFailSafe;
extern idCVar g_dvTime;
extern idCVar g_dvAmplitude;
extern idCVar g_dvFrequency;
extern idCVar g_kickTime;
extern idCVar g_kickAmplitude;
extern idCVar g_blobTime;
extern idCVar g_blobSize;
extern idCVar g_testHealthVision;
extern idCVar g_editEntityMode;
extern idCVar g_dragEntity;
extern idCVar g_dragDamping;
extern idCVar g_dragShowSelection;
extern idCVar g_dropItemRotation;
extern idCVar g_vehicleVelocity;
extern idCVar g_vehicleForce;
extern idCVar g_vehicleSuspensionUp;
extern idCVar g_vehicleSuspensionDown;
extern idCVar g_vehicleSuspensionKCompress;
extern idCVar g_vehicleSuspensionDamping;
extern idCVar g_vehicleTireFriction;
extern idCVar ik_enable;
extern idCVar ik_debug;
extern idCVar af_useLinearTime;
extern idCVar af_useImpulseFriction;
extern idCVar af_useJointImpulseFriction;
extern idCVar af_useSymmetry;
extern idCVar af_skipSelfCollision;
extern idCVar af_skipLimits;
extern idCVar af_skipFriction;
extern idCVar af_forceFriction;
extern idCVar af_maxLinearVelocity;
extern idCVar af_maxAngularVelocity;
extern idCVar af_timeScale;
extern idCVar af_jointFrictionScale;
extern idCVar af_contactFrictionScale;
extern idCVar af_highlightBody;
extern idCVar af_highlightConstraint;
extern idCVar af_showTimings;
extern idCVar af_showConstraints;
extern idCVar af_showConstraintNames;
extern idCVar af_showConstrainedBodies;
extern idCVar af_showPrimaryOnly;
extern idCVar af_showTrees;
extern idCVar af_showLimits;
extern idCVar af_showBodies;
extern idCVar af_showBodyNames;
extern idCVar af_showMass;
extern idCVar af_showTotalMass;
extern idCVar af_showInertia;
extern idCVar af_showVelocity;
extern idCVar af_showActive;
extern idCVar af_testSolid;
extern idCVar rb_showTimings;
extern idCVar rb_showBodies;
extern idCVar rb_showMass;
extern idCVar rb_showInertia;
extern idCVar rb_showVelocity;
extern idCVar rb_showActive;
extern idCVar pm_jumpheight;
extern idCVar pm_stepsize;
extern idCVar pm_crouchspeed;
extern idCVar pm_walkspeed;
extern idCVar pm_runspeed;
extern idCVar pm_noclipspeed;
extern idCVar pm_spectatespeed;
extern idCVar pm_spectatebbox;
extern idCVar pm_usecylinder;
extern idCVar pm_minviewpitch;
extern idCVar pm_maxviewpitch;
extern idCVar pm_stamina;
extern idCVar pm_staminathreshold;
extern idCVar pm_staminarate;
extern idCVar pm_crouchheight;
extern idCVar pm_crouchviewheight;
extern idCVar pm_normalheight;
extern idCVar pm_normalviewheight;
extern idCVar pm_deadheight;
extern idCVar pm_deadviewheight;
extern idCVar pm_crouchrate;
extern idCVar pm_bboxwidth;
extern idCVar pm_crouchbob;
extern idCVar pm_walkbob;
extern idCVar pm_runbob;
extern idCVar pm_runpitch;
extern idCVar pm_runroll;
extern idCVar pm_bobup;
extern idCVar pm_bobpitch;
extern idCVar pm_bobroll;
extern idCVar pm_thirdPersonRange;
extern idCVar pm_thirdPersonHeight;
extern idCVar pm_thirdPersonAngle;
extern idCVar pm_thirdPersonClip;
extern idCVar pm_thirdPerson;
extern idCVar pm_thirdPersonDeath;
extern idCVar pm_thirdPersonDeathMP; //HUMANHEAD rww
extern idCVar pm_modelView;
extern idCVar pm_airTics;
extern idCVar g_showAimHealth; //HUMANHEAD rww
extern idCVar g_showPlayerShadow;
extern idCVar g_showHud;
extern idCVar g_showProjectilePct;
extern idCVar g_showBrass;
extern idCVar g_gun_x;
extern idCVar g_gun_y;
extern idCVar g_gun_z;
extern idCVar g_viewNodalX;
extern idCVar g_viewNodalZ;
extern idCVar g_fov;
extern idCVar g_testDeath;
extern idCVar g_skipViewEffects;
extern idCVar g_mpWeaponAngleScale;
extern idCVar g_testParticle;
extern idCVar g_testParticleName;
extern idCVar g_testPostProcess;
extern idCVar g_testModelRotate;
extern idCVar g_testModelAnimate;
extern idCVar g_testModelBlend;
extern idCVar g_exportMask;
extern idCVar g_flushSave;
extern idCVar aas_test;
extern idCVar aas_showAreas;
extern idCVar aas_showPath;
extern idCVar aas_showFlyPath;
extern idCVar aas_showWallEdges;
extern idCVar aas_showHideArea;
extern idCVar aas_pullPlayer;
extern idCVar aas_randomPullPlayer;
extern idCVar aas_goalArea;
extern idCVar aas_showPushIntoArea;
extern idCVar net_clientPredictGUI;
extern idCVar g_voteFlags;
extern idCVar g_mapCycle;
extern idCVar g_balanceTDM;
extern idCVar si_timeLimit;
extern idCVar si_fragLimit;
extern idCVar si_gameType;
extern idCVar si_map;
extern idCVar si_spectators;
extern idCVar net_clientSelfSmoothing;
extern idCVar net_clientLagOMeter;
extern const char *si_gameTypeArgs[];
//extern const char *ui_skinArgs[]; // HUMANHEAD pdm: removed
#endif /* !__SYS_CVAR_H__ */