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156 changes: 156 additions & 0 deletions code/cgame/cg_cvar.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,156 @@
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2023 LegendaryGuard
Copyright (C) 2026 WofWca

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/

#ifdef CG_CVAR_TABLE
#define CG_CVAR( var, name, defaultVal, flags ) \
{ &var, name, defaultVal, flags },
#endif

#ifdef CG_CVAR_DECLARATION
#define CG_CVAR( var, name, defaultVal, flags ) \
vmCvar_t var;
#endif

#ifdef CG_CVAR_EXTERN
#define CG_CVAR( var, name, defaultVal, flags ) \
extern vmCvar_t var;
#endif

CG_CVAR( cg_ignore, "cg_ignore", "0", 0 ) // used for debugging
CG_CVAR( cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE )
CG_CVAR( cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE )
CG_CVAR( cg_fov, "cg_fov", "90", CVAR_ARCHIVE )
CG_CVAR( cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE )
CG_CVAR( cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE )
CG_CVAR( cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE )
CG_CVAR( cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE )
CG_CVAR( cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE )
CG_CVAR( cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE )
CG_CVAR( cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE )
CG_CVAR( cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE )
CG_CVAR( cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE )
CG_CVAR( cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE )
CG_CVAR( cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE )
CG_CVAR( cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE )
CG_CVAR( cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE )
CG_CVAR( cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE )
CG_CVAR( cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE )
CG_CVAR( cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE )
CG_CVAR( cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE )
CG_CVAR( cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE )
// CG_CVAR( cg_gun_frame, "cg_gun_frame", "", CVAR_CHEAT )
CG_CVAR( cg_gun_x, "cg_gunX", "0", CVAR_CHEAT )
CG_CVAR( cg_gun_y, "cg_gunY", "0", CVAR_CHEAT )
CG_CVAR( cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT )
CG_CVAR( cg_centertime, "cg_centertime", "3", CVAR_CHEAT )
CG_CVAR( cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE )
CG_CVAR( cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE )
CG_CVAR( cg_bobup, "cg_bobup", "0.005", CVAR_CHEAT )
CG_CVAR( cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE )
CG_CVAR( cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE )
CG_CVAR( cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT )
CG_CVAR( cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT )
CG_CVAR( cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT )
CG_CVAR( cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT )
CG_CVAR( cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT )
CG_CVAR( cg_errorDecay, "cg_errordecay", "100", 0 )
CG_CVAR( cg_nopredict, "cg_nopredict", "0", 0 )
CG_CVAR( cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT )
CG_CVAR( cg_showmiss, "cg_showmiss", "0", 0 )
CG_CVAR( cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT )
CG_CVAR( cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT )
CG_CVAR( cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT )
CG_CVAR( cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT )
CG_CVAR( cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT )
CG_CVAR( cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT )
CG_CVAR( cg_thirdPerson, "cg_thirdPerson", "0", 0 )
CG_CVAR( cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE )
CG_CVAR( cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE )
CG_CVAR( cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE )
CG_CVAR( cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE )
#ifdef MISSIONPACK
CG_CVAR( cg_deferPlayers, "cg_deferPlayers", "0", CVAR_ARCHIVE )
#else
CG_CVAR( cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE )
#endif
CG_CVAR( cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE )
CG_CVAR( cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO )
CG_CVAR( cg_stats, "cg_stats", "0", 0 )
CG_CVAR( cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE )
CG_CVAR( cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE )
#ifdef MISSIONPACK
CG_CVAR( cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE )
CG_CVAR( cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE )
#endif
// the following variables are created in other parts of the system,
// but we also reference them here
CG_CVAR( cg_buildScript, "com_buildScript", "0", 0 ) // force loading of all possible data amd error on failures
CG_CVAR( cg_paused, "cl_paused", "0", CVAR_ROM )
CG_CVAR( cg_blood, "com_blood", "1", CVAR_ARCHIVE )
CG_CVAR( cg_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO )
#ifdef MISSIONPACK
CG_CVAR( cg_redTeamName, "g_redteam", DEFAULT_REDTEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO )
CG_CVAR( cg_blueTeamName, "g_blueteam", DEFAULT_BLUETEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO )
CG_CVAR( cg_currentSelectedPlayer, "cg_currentSelectedPlayer", "0", CVAR_ARCHIVE )
CG_CVAR( cg_currentSelectedPlayerName, "cg_currentSelectedPlayerName", "", CVAR_ARCHIVE )
CG_CVAR( cg_singlePlayer, "ui_singlePlayerActive", "0", CVAR_USERINFO )
CG_CVAR( cg_enableDust, "g_enableDust", "0", CVAR_SERVERINFO )
CG_CVAR( cg_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO )
CG_CVAR( cg_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_USERINFO )
CG_CVAR( cg_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE )
CG_CVAR( cg_recordSPDemoName, "ui_recordSPDemoName", "", CVAR_ARCHIVE )
CG_CVAR( cg_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO )
CG_CVAR( cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE )
#endif
CG_CVAR( cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT )
CG_CVAR( cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE )
CG_CVAR( cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0 )
CG_CVAR( cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0 )
CG_CVAR( cg_timescale, "timescale", "1", 0 )
CG_CVAR( cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE )
CG_CVAR( cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE )
CG_CVAR( cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT )

CG_CVAR( pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO )
CG_CVAR( pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO )
#ifdef MISSIONPACK
CG_CVAR( cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE )
CG_CVAR( cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE )
CG_CVAR( cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE )
#endif
CG_CVAR( cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE )
CG_CVAR( cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE )
CG_CVAR( cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE )
CG_CVAR( cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE )
CG_CVAR( cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE )
// CG_CVAR( cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE )

#undef CG_CVAR
109 changes: 3 additions & 106 deletions code/cgame/cg_local.h
Original file line number Diff line number Diff line change
Expand Up @@ -1084,113 +1084,10 @@ extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern itemInfo_t cg_items[MAX_ITEMS];
extern markPoly_t cg_markPolys[MAX_MARK_POLYS];

extern vmCvar_t cg_centertime;
extern vmCvar_t cg_runpitch;
extern vmCvar_t cg_runroll;
extern vmCvar_t cg_bobup;
extern vmCvar_t cg_bobpitch;
extern vmCvar_t cg_bobroll;
extern vmCvar_t cg_swingSpeed;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_gibs;
extern vmCvar_t cg_drawTimer;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_draw3dIcons;
extern vmCvar_t cg_drawIcons;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairNames;
extern vmCvar_t cg_drawRewards;
extern vmCvar_t cg_drawTeamOverlay;
extern vmCvar_t cg_teamOverlayUserinfo;
extern vmCvar_t cg_crosshairX;
extern vmCvar_t cg_crosshairY;
extern vmCvar_t cg_crosshairSize;
extern vmCvar_t cg_crosshairHealth;
extern vmCvar_t cg_drawStatus;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_animSpeed;
extern vmCvar_t cg_debugAnim;
extern vmCvar_t cg_debugPosition;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_railTrailTime;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_nopredict;
extern vmCvar_t cg_noPlayerAnims;
extern vmCvar_t cg_showmiss;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_addMarks;
extern vmCvar_t cg_brassTime;
#define CG_CVAR_EXTERN
#include "cg_cvar.h"
#undef CG_CVAR_EXTERN
extern vmCvar_t cg_gun_frame;
extern vmCvar_t cg_gun_x;
extern vmCvar_t cg_gun_y;
extern vmCvar_t cg_gun_z;
extern vmCvar_t cg_drawGun;
extern vmCvar_t cg_viewsize;
extern vmCvar_t cg_tracerChance;
extern vmCvar_t cg_tracerWidth;
extern vmCvar_t cg_tracerLength;
extern vmCvar_t cg_autoswitch;
extern vmCvar_t cg_ignore;
extern vmCvar_t cg_simpleItems;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_zoomFov;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPerson;
extern vmCvar_t cg_lagometer;
extern vmCvar_t cg_drawAttacker;
extern vmCvar_t cg_synchronousClients;
extern vmCvar_t cg_teamChatTime;
extern vmCvar_t cg_teamChatHeight;
extern vmCvar_t cg_stats;
extern vmCvar_t cg_forceModel;
extern vmCvar_t cg_buildScript;
extern vmCvar_t cg_paused;
extern vmCvar_t cg_blood;
extern vmCvar_t cg_predictItems;
extern vmCvar_t cg_deferPlayers;
extern vmCvar_t cg_drawFriend;
extern vmCvar_t cg_teamChatsOnly;
#ifdef MISSIONPACK
extern vmCvar_t cg_noVoiceChats;
extern vmCvar_t cg_noVoiceText;
#endif
extern vmCvar_t cg_scorePlum;
extern vmCvar_t cg_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;
//extern vmCvar_t cg_pmove_fixed;
extern vmCvar_t cg_cameraOrbit;
extern vmCvar_t cg_cameraOrbitDelay;
extern vmCvar_t cg_timescaleFadeEnd;
extern vmCvar_t cg_timescaleFadeSpeed;
extern vmCvar_t cg_timescale;
extern vmCvar_t cg_cameraMode;
#ifdef MISSIONPACK
extern vmCvar_t cg_smallFont;
extern vmCvar_t cg_bigFont;
extern vmCvar_t cg_noTaunt;
#endif
extern vmCvar_t cg_noProjectileTrail;
extern vmCvar_t cg_oldRail;
extern vmCvar_t cg_oldRocket;
extern vmCvar_t cg_oldPlasma;
extern vmCvar_t cg_trueLightning;
#ifdef MISSIONPACK
extern vmCvar_t cg_redTeamName;
extern vmCvar_t cg_blueTeamName;
extern vmCvar_t cg_currentSelectedPlayer;
extern vmCvar_t cg_currentSelectedPlayerName;
extern vmCvar_t cg_singlePlayer;
extern vmCvar_t cg_enableDust;
extern vmCvar_t cg_enableBreath;
extern vmCvar_t cg_singlePlayerActive;
extern vmCvar_t cg_recordSPDemo;
extern vmCvar_t cg_recordSPDemoName;
extern vmCvar_t cg_obeliskRespawnDelay;
#endif

//
// cg_main.c
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