idCVar si_name( "si_name", "Quake 4 Server", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE, "name of the server" );
// RAVEN BEGIN
// ddynerman: new gametype strings
idCVar si_gameType( "si_gameType", si_gameTypeArgs[ 0 ], CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE, "game type - singleplayer, DM, Team DM, CTF, Arena CTF, or Tourney", si_gameTypeArgs, idCmdSystem::ArgCompletion_String<si_gameTypeArgs> );
idCVar si_map( "si_map", "mp/q4dm1", CVAR_GAME | CVAR_SERVERINFO | PC_CVAR_ARCHIVE, "map to be played next on server", idCmdSystem::ArgCompletion_MapName );
idCVar si_maxPlayers( "si_maxPlayers", "12", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "max number of players allowed on the server", 1, 16 );
// ddynerman: min players to start
idCVar si_minPlayers( "si_minPlayers", "2", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "min number of players to start a game (only when warmup is enabled)", 1, 16 );
idCVar si_tourneyLimit( "si_tourneyLimit", "3", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "number of times a tourney will be run before cycling maps", 1, MP_PLAYER_MAXFRAGS );
idCVar si_useReady( "si_useReady", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "require players to ready before starting a match" );
idCVar si_allowVoting( "si_allowVoting", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_BOOL, "enable or disable server option voting" );
// ddynerman: disable hitscan tint
idCVar si_allowHitscanTint( "si_allowHitscanTint", "2", CVAR_GAME | CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_INTEGER, "use hitscan tint (e.g. rail color) 0 - no tinting allowed, 1 - player hitscan tinting allowed in DM and NO hitscan tinting in team games, 2 - player hitscan tinting allowed in DM and use team-color hitscan tints in team games" );
idCVar si_weaponStay( "si_weaponStay", "0", CVAR_GAME | CVAR_SERVERINFO | CVAR_BOOL, "cannot pick up weapons you already have (get no ammo from them)" );
idCVar ui_model_marine( "ui_model_marine", "", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player model used on marine team in team games, blank uses default model" );
idCVar ui_model_strogg( "ui_model_strogg", "", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player model used on strogg team in team games, blank uses default model" );
idCVar ui_hitscanTint( "ui_hitscanTint", "120.0 0.6 1.0", CVAR_GAME | CVAR_USERINFO | PC_CVAR_ARCHIVE, "a tint applied to select hitscan effects. Specified as a value in HSV color space. Hue [0.0-360.0] Saturation [0.0-1.0] Value [0.75-1.0]" );
// jnewquist: vertical stretch for letterboxed cinematics authored for 4:3 aspect
idCVar g_fixedHorizFOV( "r_fixedHorizFOV", "0", CVAR_RENDERER | CVAR_BOOL, "vertical stretch for letterboxed cinematics authored for 4:3 aspect" );
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_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_damageScale( "g_damageScale", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "scale final damage on player by this factor" );
// RAVEN END
idCVar g_armorProtection( "g_armorProtection", "0.66667", CVAR_GAME | CVAR_FLOAT | PC_CVAR_ARCHIVE, "armor takes this percentage of damage" );
idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.66667", CVAR_GAME | CVAR_FLOAT | PC_CVAR_ARCHIVE, "armor takes this percentage of damage in mp" );
idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_BOOL | PC_CVAR_ARCHIVE, "scale damage and armor dynamically to keep the player alive more often" );
idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | PC_CVAR_ARCHIVE, "how often to take health in nightmare mode" );
idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | PC_CVAR_ARCHIVE, "how much health to take in nightmare mode" );
idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | PC_CVAR_ARCHIVE, "how low can health get taken in nightmare mode" );
idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME | PC_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_frametime( "g_frametime", "0", CVAR_GAME | CVAR_BOOL, "displays timing information for each game frame" );
idCVar g_debugVehicleDriver( "g_debugVehicleDriver", "0", CVAR_GAME | CVAR_INTEGER, "enables debug features for the func_vehicle_driver" );
idCVar g_debugVehicleAI( "g_debugVehicleAI", "0", CVAR_GAME | CVAR_INTEGER, "enables debug features for the vehicle ai system" );
idCVar g_vehicleMode( "g_vehicleMode", "1", CVAR_GAME | CVAR_INTEGER, "enables the new vehicle control system for the GEV." );
// RAVEN END
idCVar g_allowVehicleGunOverheat( "g_allowVehicleGunOverheat","1", CVAR_GAME | CVAR_BOOL, "allows disabling the gun overheating mechanism for vehicles that use it." );
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_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_disableSimpleThink( "ai_disableSimpleThink", "0", CVAR_GAME | CVAR_BOOL, "disables simple thinking in AI entities" );
idCVar ai_disableCover( "ai_disableCover", "0", CVAR_GAME | CVAR_BOOL, "disables AI using cover points" );
//cdr: use new master move functions
idCVar ai_useRVMasterMove( "ai_useRVMasterMove", "0", CVAR_GAME | CVAR_BOOL, "changes AI to use new master move function" );
//jshepard: allow out of date AAS files to be used, for testing
idCVar ai_allowOldAAS( "ai_allowOldAAS", "0", CVAR_GAME | CVAR_BOOL, "allows AI to use most recent AAS file, even if it is not up-to-date. Enable only for testing.");
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 af_showConstrainedBodies( "af_showConstrainedBodies", "0", CVAR_GAME | CVAR_BOOL, "show the two bodies contrained by the highlighted constraint" );
// 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" );
// RAVEN BEGIN
idCVar pm_speed( "pm_speed", "160", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while running" );
idCVar pm_walkspeed( "pm_walkspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
// RAVEN END
idCVar pm_noclipspeed( "pm_noclipspeed", "270", 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_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_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while standing" );
//idCVar pm_crouchheight( "pm_crouchheight", "38", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while crouched" );
// ddynerman: adjusted bboxes to actual height
idCVar pm_normalheight( "pm_normalheight", "77", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while standing" );
idCVar pm_crouchheight( "pm_crouchheight", "49", 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_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_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_FLOAT, "camera distance from player in 3rd person" );
idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | 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_BOOL, "clip third person view into world space" );
idCVar pm_thirdPerson( "pm_thirdPerson", "0", CVAR_GAME | CVAR_BOOL, "enables third person view" );
idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | 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" );
// RAVEN BEGIN
// asalmon: parameters for aim assistance on Xenon - or a non-final pc build so Caryn can edit the guis
#if defined( _XBOX ) || !defined( _FINAL )
idCVar pm_AimAssist( "pm_AimAssist", "2", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE , "Enable Xbox aim assistance. 1 to use change player view method. 2 to use change muzzle aim method.\n");
idCVar pm_AimAssistDistance( "pm_AimAssistDistance", "1000", CVAR_GAME | CVAR_INTEGER, "The max aim assist distance.\n");
idCVar pm_AimAssistThreshold( "pm_AimAssistThreshold", "1.0", CVAR_GAME | CVAR_FLOAT, "Threshold by which the projectile is aimed at the offending target.\n");
idCVar pm_AimAssistFOV( "pm_AimAssistFOV", "10", CVAR_GAME | CVAR_INTEGER, "The field of view for aim assistance.\n");
idCVar pm_AimAssistBump( "pm_AimAssistBump", "10", CVAR_GAME | CVAR_INTEGER, "The percentage of correction applied either to the view or the muzzle aim.\n");
idCVar pm_AimAssistSlow( "pm_AimAssistSlow", "50", CVAR_GAME | CVAR_INTEGER, "The percentage to slow the turning motion by when targeting an enemy.\n");
//asalmon: xenon controller config cvars
idCVar pm_ThumbstickConfig( "pm_ThumbstickConfig", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_GUI, "Change the thumbstick config on Xenon. 0 right handed, 1 left handed.\n");
idCVar pm_ButtonConfig( "pm_ButtonConfig", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_GUI, "Change the button configuration for Xenon.\n");
idCVar pm_Inversion( "pm_Inversion", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_GUI, "invert look up and down\n");
idCVar ui_LeaderboardSort( "ui_LeaderboardSort", "1", CVAR_INTEGER | CVAR_NOCHEAT, "How to sort the leaderboard. 0 for rating, 1 for ranking, 2 for friends, 3 find logged in player.\n");
//nrausch
idCVar pm_RocketJumpAutocenter( "pm_RocketJumpAutocenter", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "Automatic autocentering following a rocket jump\n");
idCVar pm_IAmACheater( "pm_IAmACheater", "0", CVAR_GAME | CVAR_BOOL, "Whomever is playing is a dirty, rotten cheater\n");
idCVar g_systemLinkMatch( "g_systemLinkMatch", "0", CVAR_INTEGER, "In a system link game\n");
//asalmon: cvars for Live teams. Teams will now be a post launch feature but this was left here in case it is of use on future projects
//idCVar ui_LiveClanName( "ui_LiveClanName", "My Clan", CVAR_GAME | CVAR_USERINFO, "The name of the live clan being created\n");
//idCVar ui_LiveClanDesc( "ui_LiveClanDesc", "A Quake 4 clan", CVAR_GAME | CVAR_USERINFO, "The description of the live clan being created\n");
//idCVar ui_LiveClanMotto( "ui_LiveClanMotto", "We love Quake 4", CVAR_GAME | CVAR_USERINFO, "The motto of the live clan being created\n");
//idCVar ui_LiveClanUrl( "ui_LiveClanUrl", "www.ravensoft.com", CVAR_GAME | CVAR_USERINFO, "The url of the live clan being created\n");
//
//idCVar ui_LiveRecruitName( "ui_LiveRecruitName", "Recruit Name Here", CVAR_GAME | CVAR_USERINFO, "name of the gamer you are trying recruit\n");
idCVar g_showProjectilePct( "g_showProjectilePct", "0", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "enables display of player hit percentage" );
// RAVEN BEGIN
// dluetscher: changed to g_brassTime
idCVar g_brassTime( "g_brassTime", "1", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_FLOAT, "amount of time brass should stay in the world before dissapearing, set to 0 to disable brass" );
idCVar g_crosshairCharInfoFar( "g_crosshairCharInfoFar", "1", CVAR_GAME | CVAR_BOOL, "instead of a green crosshair from far away, full character info always draws" );
// bdube: database entries
idCVar g_showHudPopups( "g_showHudPopups", "1", CVAR_GAME | PC_CVAR_ARCHIVE | CVAR_BOOL, "displays objective and database popups on the hud" );
idCVar g_showRange( "g_showRange", "0", CVAR_GAME | CVAR_CHEAT | CVAR_BOOL, "shows the range from the player to the first collision under the players crosshair" );
idCVar password( "password", "", CVAR_GAME | CVAR_NOCHEAT, "client password used when connecting" );
// RAVEN BEGIN
// ddynerman: TODO extended pause default, temp for stats testing, should be replaced by stats tabs
idCVar g_gameReviewPause( "g_gameReviewPause", "15", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER | PC_CVAR_ARCHIVE, "scores review time in seconds (at end game)", 2, 3600 );
// RAVEN END
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 | PC_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" );
idCVar g_announcerDelay( "g_announcerDelay", "1000", CVAR_SOUND | PC_CVAR_ARCHIVE, "no more than one announcer sound will be played in this many ms" );