void CUIOptConCom::Init() { ReadPlayerNameFromRegistry(); CMD3(CCC_UserName, "mm_net_player_name", m_playerName, 64); m_iMaxPlayers = 32; m_curGameMode = eGameIDDeathmatch; CMD4(CCC_Integer, "mm_net_srv_maxplayers", &m_iMaxPlayers, 2, 32); CMD3(CCC_Token, "mm_net_srv_gamemode", &m_curGameMode, g_GameModes); m_uNetSrvParams.zero(); CMD3(CCC_Mask, "mm_mm_net_srv_dedicated", &m_uNetSrvParams, flNetSrvDedicated); CMD3(CCC_Mask, "mm_net_con_publicserver", &m_uNetSrvParams, flNetConPublicServer); CMD3(CCC_Mask, "mm_net_con_spectator_on", &m_uNetSrvParams, flNetConSpectatorOn); m_iNetConSpectator = 20; CMD4(CCC_Integer, "mm_net_con_spectator", &m_iNetConSpectator, 1, 32); xr_strcpy(reinforcementType, "reinforcement"); CMD3(CCC_String, "mm_net_srv_reinforcement_type", reinforcementType, sizeof(reinforcementType)); m_fNetWeatherRate = 1.0f; CMD4(CCC_Float, "mm_net_weather_rateofchange", &m_fNetWeatherRate, 0.0, 100.0f); xr_strcpy(m_serverName, "Stalker"); CMD3(CCC_String, "mm_net_srv_name", m_serverName, sizeof(m_serverName)); m_uNetFilter.one (); CMD3(CCC_Mask, "mm_net_filter_empty", &m_uNetFilter, fl_empty); CMD3(CCC_Mask, "mm_net_filter_full", &m_uNetFilter, fl_full); CMD3(CCC_Mask, "mm_net_filter_pass", &m_uNetFilter, fl_pass); CMD3(CCC_Mask, "mm_net_filter_wo_pass", &m_uNetFilter, fl_wo_pass); CMD3(CCC_Mask, "mm_net_filter_wo_ff", &m_uNetFilter, fl_wo_ff); CMD3(CCC_Mask, "mm_net_filter_listen", &m_uNetFilter, fl_listen); };
bool Plugin::setXMLDrawingCommand(const QString &cmd, const QXmlAttributes &atts) { if (cmd == "pen") { m_drawStack.push_back(new Command(Command::Pen, CMD2(color, width))); } else if (cmd == "rect") { m_drawStack.push_back(new Command(Command::Rect, CMD5(x, y, width, height, color))); } else if (cmd == "line") { m_drawStack.push_back(new Command(Command::Line, CMD4(x1, y1, x2, y2))); } else if (cmd == "ellipse") { m_drawStack.push_back(new Command(Command::Ellipse, CMD5(x, y, width, height, color))); } else { m_errorStr = QObject::tr("%1 is not a valid draw command.").arg(cmd); return false; } return true; }
void CRestrictions::InitGroups() { if (m_bInited) return; m_bInited = true; // create groups u32 c = pSettings->line_count("mp_item_groups"); LPCSTR line, name; for (u32 i = 0; i<c; ++i) { pSettings->r_line ("mp_item_groups", i, &name, &line); AddGroup (name, line); } // try to find restrictions in every rank AddRestriction4rank (_RANK_COUNT, pSettings->r_string("rank_base", "amount_restriction")); string32 rank; for (u32 i = 0; i<_RANK_COUNT; ++i) { sprintf_s (rank,"rank_%d", i); AddRestriction4rank (i, pSettings->r_string(rank, "amount_restriction")); m_names[i] = CStringTable().translate( pSettings->r_string(rank, "rank_name")); } #ifndef MASTER_GOLD Dump(); #endif // #ifndef MASTER_GOLD #ifdef DEBUG CMD4(CCC_Integer, "rank_for_buymenu", (int*)&m_rank, 0, 4); #endif }
//----------------------------------------------------------------------- void xrRender_initconsole () { CMD3(CCC_Preset, "_preset", &ps_Preset, qpreset_token ); // Common CMD1(CCC_Screenshot,"screenshot" ); #ifdef DEBUG CMD1(CCC_BuildSSA, "build_ssa" ); CMD4(CCC_Integer, "r__lsleep_frames", &ps_r__LightSleepFrames, 4, 30 ); CMD4(CCC_Float, "r__ssa_glod_start", &ps_r__GLOD_ssa_start, 128, 512 ); CMD4(CCC_Float, "r__ssa_glod_end", &ps_r__GLOD_ssa_end, 16, 96 ); CMD4(CCC_Float, "r__wallmark_shift_pp", &ps_r__WallmarkSHIFT, 0.0f, 1.f ); CMD4(CCC_Float, "r__wallmark_shift_v", &ps_r__WallmarkSHIFT_V, 0.0f, 1.f ); CMD4(CCC_Float, "r__wallmark_ttl", &ps_r__WallmarkTTL, 1.0f, 5.f*60.f); CMD1(CCC_ModelPoolStat,"stat_models" ); #endif // DEBUG // CMD4(CCC_Integer, "r__supersample", &ps_r__Supersample, 1, 4 ); Fvector tw_min,tw_max; CMD4(CCC_Float, "r__geometry_lod", &ps_r__LOD, 0.1f, 1.2f ); //. CMD4(CCC_Float, "r__geometry_lod_pow", &ps_r__LOD_Power, 0, 2 ); //. CMD4(CCC_Float, "r__detail_density", &ps_r__Detail_density, .05f, 0.99f ); CMD4(CCC_Float, "r__detail_density", &ps_r__Detail_density, .2f, 0.6f ); #ifdef DEBUG CMD4(CCC_Float, "r__detail_l_ambient", &ps_r__Detail_l_ambient, .5f, .95f ); CMD4(CCC_Float, "r__detail_l_aniso", &ps_r__Detail_l_aniso, .1f, .5f ); CMD4(CCC_Float, "r__d_tree_w_amp", &ps_r__Tree_w_amp, .001f, 1.f ); CMD4(CCC_Float, "r__d_tree_w_rot", &ps_r__Tree_w_rot, .01f, 100.f ); CMD4(CCC_Float, "r__d_tree_w_speed", &ps_r__Tree_w_speed, 1.0f, 10.f ); tw_min.set (EPS,EPS,EPS); tw_max.set (2,2,2); CMD4(CCC_Vector3, "r__d_tree_wave", &ps_r__Tree_Wave, tw_min, tw_max ); #endif // DEBUG CMD2(CCC_tf_Aniso, "r__tf_aniso", &ps_r__tf_Anisotropic ); // {1..16} // R1 CMD4(CCC_Float, "r1_ssa_lod_a", &ps_r1_ssaLOD_A, 16, 96 ); CMD4(CCC_Float, "r1_ssa_lod_b", &ps_r1_ssaLOD_B, 16, 64 ); CMD4(CCC_Float, "r1_lmodel_lerp", &ps_r1_lmodel_lerp, 0, 0.333f ); CMD2(CCC_tf_MipBias,"r1_tf_mipbias", &ps_r1_tf_Mipbias );// {-3 +3} CMD3(CCC_Mask, "r1_dlights", &ps_r1_flags, R1FLAG_DLIGHTS ); CMD4(CCC_Float, "r1_dlights_clip", &ps_r1_dlights_clip, 10.f, 150.f ); CMD4(CCC_Float, "r1_pps_u", &ps_r1_pps_u, -1.f, +1.f ); CMD4(CCC_Float, "r1_pps_v", &ps_r1_pps_v, -1.f, +1.f ); CMD4(CCC_Float, "r1_dlights_clip", &ps_r1_dlights_clip, 10.f, 150.f ); // R1-specific CMD4(CCC_Integer, "r1_glows_per_frame", &ps_r1_GlowsPerFrame, 2, 32 ); // R2 CMD4(CCC_Float, "r2_ssa_lod_a", &ps_r2_ssaLOD_A, 16, 96 ); CMD4(CCC_Float, "r2_ssa_lod_b", &ps_r2_ssaLOD_B, 32, 64 ); CMD2(CCC_tf_MipBias,"r2_tf_mipbias", &ps_r2_tf_Mipbias ); // R2-specific CMD2(CCC_R2GM, "r2em", &ps_r2_gmaterial ); CMD3(CCC_Mask, "r2_tonemap", &ps_r2_ls_flags, R2FLAG_TONEMAP ); CMD4(CCC_Float, "r2_tonemap_middlegray",&ps_r2_tonemap_middlegray, 0.0f, 2.0f ); CMD4(CCC_Float, "r2_tonemap_adaptation",&ps_r2_tonemap_adaptation, 0.01f, 10.0f ); CMD4(CCC_Float, "r2_tonemap_lowlum", &ps_r2_tonemap_low_lum, 0.0001f,1.0f ); CMD4(CCC_Float, "r2_tonemap_amount", &ps_r2_tonemap_amount, 0.0000f,1.0f ); CMD4(CCC_Float, "r2_ls_bloom_kernel_scale",&ps_r2_ls_bloom_kernel_scale, 0.5f, 2.f); CMD4(CCC_Float, "r2_ls_bloom_kernel_g", &ps_r2_ls_bloom_kernel_g, 1.f, 7.f ); CMD4(CCC_Float, "r2_ls_bloom_kernel_b", &ps_r2_ls_bloom_kernel_b, 0.01f, 1.f ); CMD4(CCC_Float, "r2_ls_bloom_threshold",&ps_r2_ls_bloom_threshold, 0.f, 1.f ); CMD4(CCC_Float, "r2_ls_bloom_speed", &ps_r2_ls_bloom_speed, 0.f, 100.f ); CMD3(CCC_Mask, "r2_ls_bloom_fast", &ps_r2_ls_flags, R2FLAG_FASTBLOOM); CMD4(CCC_Float, "r2_ls_dsm_kernel", &ps_r2_ls_dsm_kernel, .1f, 3.f ); CMD4(CCC_Float, "r2_ls_psm_kernel", &ps_r2_ls_psm_kernel, .1f, 3.f ); CMD4(CCC_Float, "r2_ls_ssm_kernel", &ps_r2_ls_ssm_kernel, .1f, 3.f ); CMD4(CCC_Float, "r2_ls_squality", &ps_r2_ls_squality, .5f, 1.f ); CMD3(CCC_Mask, "r2_zfill", &ps_r2_ls_flags, R2FLAG_ZFILL ); CMD4(CCC_Float, "r2_zfill_depth", &ps_r2_zfill, .001f, .5f ); CMD3(CCC_Mask, "r2_allow_r1_lights", &ps_r2_ls_flags, R2FLAG_R1LIGHTS ); //- Mad Max CMD4(CCC_Float, "r2_gloss_factor", &ps_r2_gloss_factor, .0f, 10.f ); //- Mad Max #ifdef DEBUG CMD3(CCC_Mask, "r2_use_nvdbt", &ps_r2_ls_flags, R2FLAG_USE_NVDBT); CMD3(CCC_Mask, "r2_mt", &ps_r2_ls_flags, R2FLAG_EXP_MT_CALC); #endif // DEBUG CMD3(CCC_Mask, "r2_sun", &ps_r2_ls_flags, R2FLAG_SUN ); CMD3(CCC_Mask, "r2_sun_details", &ps_r2_ls_flags, R2FLAG_SUN_DETAILS); CMD3(CCC_Mask, "r2_sun_focus", &ps_r2_ls_flags, R2FLAG_SUN_FOCUS); // CMD3(CCC_Mask, "r2_sun_static", &ps_r2_ls_flags, R2FLAG_SUN_STATIC); // CMD3(CCC_Mask, "r2_exp_splitscene", &ps_r2_ls_flags, R2FLAG_EXP_SPLIT_SCENE); // CMD3(CCC_Mask, "r2_exp_donttest_uns", &ps_r2_ls_flags, R2FLAG_EXP_DONT_TEST_UNSHADOWED); CMD3(CCC_Mask, "r2_sun_tsm", &ps_r2_ls_flags, R2FLAG_SUN_TSM ); CMD4(CCC_Float, "r2_sun_tsm_proj", &ps_r2_sun_tsm_projection, .001f, 0.8f ); CMD4(CCC_Float, "r2_sun_tsm_bias", &ps_r2_sun_tsm_bias, -0.5, +0.5 ); CMD4(CCC_Float, "r2_sun_near", &ps_r2_sun_near, 1.f, 50.f ); CMD4(CCC_Float, "r2_sun_near_border", &ps_r2_sun_near_border, .5f, 1.0f ); CMD4(CCC_Float, "r2_sun_depth_far_scale",&ps_r2_sun_depth_far_scale,0.5, 1.5 ); CMD4(CCC_Float, "r2_sun_depth_far_bias",&ps_r2_sun_depth_far_bias, -0.5, +0.5 ); CMD4(CCC_Float, "r2_sun_depth_near_scale",&ps_r2_sun_depth_near_scale,0.5, 1.5 ); CMD4(CCC_Float, "r2_sun_depth_near_bias",&ps_r2_sun_depth_near_bias,-0.5, +0.5 ); CMD4(CCC_Float, "r2_sun_lumscale", &ps_r2_sun_lumscale, -1.0, +3.0 ); CMD4(CCC_Float, "r2_sun_lumscale_hemi", &ps_r2_sun_lumscale_hemi, 0.0, +3.0 ); CMD4(CCC_Float, "r2_sun_lumscale_amb", &ps_r2_sun_lumscale_amb, 0.0, +3.0 ); CMD3(CCC_Mask, "r2_aa", &ps_r2_ls_flags, R2FLAG_AA); CMD4(CCC_Float, "r2_aa_kernel", &ps_r2_aa_kernel, 0.3f, 0.7f ); CMD4(CCC_Float, "r2_mblur", &ps_r2_mblur, 0.0f, 1.0f ); CMD3(CCC_Mask, "r2_gi", &ps_r2_ls_flags, R2FLAG_GI); CMD4(CCC_Float, "r2_gi_clip", &ps_r2_GI_clip, EPS, 0.1f ); CMD4(CCC_Integer, "r2_gi_depth", &ps_r2_GI_depth, 1, 5 ); CMD4(CCC_Integer, "r2_gi_photons", &ps_r2_GI_photons, 8, 256 ); CMD4(CCC_Float, "r2_gi_refl", &ps_r2_GI_refl, EPS_L, 0.99f ); CMD4(CCC_Integer, "r2_wait_sleep", &ps_r2_wait_sleep, 0, 1 ); #ifdef DEBUG CMD4(CCC_Integer, "r2_dhemi_count", &ps_r2_dhemi_count, 4, 25 ); CMD4(CCC_Float, "r2_dhemi_scale", &ps_r2_dhemi_scale, .5f, 3.f ); CMD4(CCC_Float, "r2_dhemi_smooth", &ps_r2_lt_smooth, 0.f, 10.f ); #endif // DEBUG CMD4(CCC_Float, "r2_ls_depth_scale", &ps_r2_ls_depth_scale, 0.5, 1.5 ); CMD4(CCC_Float, "r2_ls_depth_bias", &ps_r2_ls_depth_bias, -0.5, +0.5 ); CMD4(CCC_Float, "r2_parallax_h", &ps_r2_df_parallax_h, .0f, .5f ); // CMD4(CCC_Float, "r2_parallax_range", &ps_r2_df_parallax_range, 5.0f, 175.0f ); CMD4(CCC_Float, "r2_slight_fade", &ps_r2_slight_fade, .02f, 2.f ); tw_min.set (0,0,0); tw_max.set (1,1,1); CMD4(CCC_Vector3, "r2_aa_break", &ps_r2_aa_barier, tw_min, tw_max ); tw_min.set (0,0,0); tw_max.set (1,1,1); CMD4(CCC_Vector3, "r2_aa_weight", &ps_r2_aa_weight, tw_min, tw_max ); }
void CCC_RegisterCommands() { // options g_OptConCom.Init(); CMD1(CCC_MemStats, "stat_memory" ); // game psActorFlags.set(AF_ALWAYSRUN, true); CMD3(CCC_Mask, "g_always_run", &psActorFlags, AF_ALWAYSRUN); CMD1(CCC_GameDifficulty, "g_game_difficulty" ); CMD3(CCC_Mask, "g_backrun", &psActorFlags, AF_RUN_BACKWARD); // alife #ifdef DEBUG CMD1(CCC_ALifePath, "al_path" ); // build path #endif // DEBUG CMD1(CCC_ALifeSave, "save" ); // save game CMD1(CCC_ALifeLoadFrom, "load" ); // load game from ... CMD1(CCC_LoadLastSave, "load_last_save" ); // load last saved game from ... CMD1(CCC_FlushLog, "flush" ); // flush log CMD1(CCC_ClearLog, "clear_log" ); #ifndef MASTER_GOLD CMD1(CCC_ALifeTimeFactor, "al_time_factor" ); // set time factor CMD1(CCC_ALifeSwitchDistance, "al_switch_distance" ); // set switch distance CMD1(CCC_ALifeProcessTime, "al_process_time" ); // set process time CMD1(CCC_ALifeObjectsPerUpdate, "al_objects_per_update" ); // set process time CMD1(CCC_ALifeSwitchFactor, "al_switch_factor" ); // set switch factor #endif // MASTER_GOLD CMD3(CCC_Mask, "hud_weapon", &psHUD_Flags, HUD_WEAPON); CMD3(CCC_Mask, "hud_info", &psHUD_Flags, HUD_INFO); #ifndef MASTER_GOLD CMD3(CCC_Mask, "hud_draw", &psHUD_Flags, HUD_DRAW); #endif // MASTER_GOLD // hud psHUD_Flags.set(HUD_CROSSHAIR, true); psHUD_Flags.set(HUD_WEAPON, true); psHUD_Flags.set(HUD_DRAW, true); psHUD_Flags.set(HUD_INFO, true); CMD3(CCC_Mask, "hud_crosshair", &psHUD_Flags, HUD_CROSSHAIR); CMD3(CCC_Mask, "hud_crosshair_dist", &psHUD_Flags, HUD_CROSSHAIR_DIST); #ifdef DEBUG CMD4(CCC_Float, "hud_fov", &psHUD_FOV, 0.1f, 1.0f); CMD4(CCC_Float, "fov", &g_fov, 5.0f, 180.0f); #endif // DEBUG // Demo CMD1(CCC_DemoPlay, "demo_play" ); CMD1(CCC_DemoRecord, "demo_record" ); #ifndef MASTER_GOLD // ai CMD3(CCC_Mask, "mt_ai_vision", &g_mt_config, mtAiVision); CMD3(CCC_Mask, "mt_level_path", &g_mt_config, mtLevelPath); CMD3(CCC_Mask, "mt_detail_path", &g_mt_config, mtDetailPath); CMD3(CCC_Mask, "mt_object_handler", &g_mt_config, mtObjectHandler); CMD3(CCC_Mask, "mt_sound_player", &g_mt_config, mtSoundPlayer); CMD3(CCC_Mask, "mt_bullets", &g_mt_config, mtBullets); CMD3(CCC_Mask, "mt_script_gc", &g_mt_config, mtLUA_GC); CMD3(CCC_Mask, "mt_level_sounds", &g_mt_config, mtLevelSounds); CMD3(CCC_Mask, "mt_alife", &g_mt_config, mtALife); #endif // MASTER_GOLD #ifdef DEBUG CMD4(CCC_Integer, "lua_gcstep", &psLUA_GCSTEP, 1, 1000); CMD3(CCC_Mask, "ai_debug", &psAI_Flags, aiDebug); CMD3(CCC_Mask, "ai_dbg_brain", &psAI_Flags, aiBrain); CMD3(CCC_Mask, "ai_dbg_motion", &psAI_Flags, aiMotion); CMD3(CCC_Mask, "ai_dbg_frustum", &psAI_Flags, aiFrustum); CMD3(CCC_Mask, "ai_dbg_funcs", &psAI_Flags, aiFuncs); CMD3(CCC_Mask, "ai_dbg_alife", &psAI_Flags, aiALife); CMD3(CCC_Mask, "ai_dbg_lua", &psAI_Flags, aiLua); CMD3(CCC_Mask, "ai_dbg_goap", &psAI_Flags, aiGOAP); CMD3(CCC_Mask, "ai_dbg_goap_script", &psAI_Flags, aiGOAPScript); CMD3(CCC_Mask, "ai_dbg_goap_object", &psAI_Flags, aiGOAPObject); CMD3(CCC_Mask, "ai_dbg_cover", &psAI_Flags, aiCover); CMD3(CCC_Mask, "ai_dbg_anim", &psAI_Flags, aiAnimation); CMD3(CCC_Mask, "ai_dbg_vision", &psAI_Flags, aiVision); CMD3(CCC_Mask, "ai_dbg_monster", &psAI_Flags, aiMonsterDebug); CMD3(CCC_Mask, "ai_dbg_stalker", &psAI_Flags, aiStalker); CMD3(CCC_Mask, "ai_stats", &psAI_Flags, aiStats); CMD3(CCC_Mask, "ai_dbg_destroy", &psAI_Flags, aiDestroy); CMD3(CCC_Mask, "ai_dbg_serialize", &psAI_Flags, aiSerialize); CMD3(CCC_Mask, "ai_dbg_dialogs", &psAI_Flags, aiDialogs); CMD3(CCC_Mask, "ai_dbg_infoportion", &psAI_Flags, aiInfoPortion); CMD3(CCC_Mask, "ai_draw_game_graph", &psAI_Flags, aiDrawGameGraph ); CMD3(CCC_Mask, "ai_draw_game_graph_stalkers", &psAI_Flags, aiDrawGameGraphStalkers ); CMD3(CCC_Mask, "ai_draw_game_graph_objects", &psAI_Flags, aiDrawGameGraphObjects ); CMD3(CCC_Mask, "ai_nil_object_access", &psAI_Flags, aiNilObjectAccess); CMD3(CCC_Mask, "ai_draw_visibility_rays", &psAI_Flags, aiDrawVisibilityRays); CMD3(CCC_Mask, "ai_animation_stats", &psAI_Flags, aiAnimationStats); #ifdef DEBUG_MEMORY_MANAGER CMD3(CCC_Mask, "debug_on_frame_gather_stats", &psAI_Flags, aiDebugOnFrameAllocs); CMD4(CCC_Float, "debug_on_frame_gather_stats_frequency", &debug_on_frame_gather_stats_frequency, 0.f, 1.f); CMD1(CCC_MemAllocShowStats, "debug_on_frame_show_stats"); CMD1(CCC_MemAllocClearStats,"debug_on_frame_clear_stats"); #endif // DEBUG_MEMORY_MANAGER CMD1(CCC_DumpModelBones, "debug_dump_model_bones"); CMD1(CCC_DrawGameGraphAll, "ai_draw_game_graph_all"); CMD1(CCC_DrawGameGraphCurrent, "ai_draw_game_graph_current_level"); CMD1(CCC_DrawGameGraphLevel, "ai_draw_game_graph_level"); CMD4(CCC_Integer, "ai_dbg_inactive_time", &g_AI_inactive_time, 0, 1000000); CMD1(CCC_DebugNode, "ai_dbg_node"); CMD1(CCC_ScriptDbg, "script_debug_break"); CMD1(CCC_ScriptDbg, "script_debug_stop"); CMD1(CCC_ScriptDbg, "script_debug_restart"); CMD1(CCC_ShowMonsterInfo, "ai_monster_info"); CMD1(CCC_DebugFonts, "debug_fonts"); CMD1(CCC_TuneAttachableItem,"dbg_adjust_attachable_item"); // adjust mode support CMD4(CCC_Integer, "hud_adjust_mode", &g_bHudAdjustMode, 0, 5); CMD4(CCC_Float, "hud_adjust_value", &g_fHudAdjustValue, 0.0f, 1.0f); CMD1(CCC_ShowAnimationStats,"ai_show_animation_stats"); #endif // DEBUG CMD4(CCC_Integer, "hud_adjust_mode", &g_bHudAdjustMode, 0, 5); CMD4(CCC_Float, "hud_adjust_value", &g_fHudAdjustValue, 0.0f, 1.0f); #ifndef MASTER_GOLD CMD3(CCC_Mask, "ai_ignore_actor", &psAI_Flags, aiIgnoreActor); #endif // MASTER_GOLD // Physics CMD1(CCC_PHFps, "ph_frequency" ); CMD1(CCC_PHIterations, "ph_iterations" ); #ifdef DEBUG CMD1(CCC_PHGravity, "ph_gravity" ); CMD4(CCC_FloatBlock, "ph_timefactor", &phTimefactor , 0.0001f ,1000.f ); CMD4(CCC_FloatBlock, "ph_break_common_factor", &phBreakCommonFactor , 0.f ,1000000000.f ); CMD4(CCC_FloatBlock, "ph_rigid_break_weapon_factor", &phRigidBreakWeaponFactor , 0.f ,1000000000.f ); CMD4(CCC_Integer, "ph_tri_clear_disable_count", &ph_tri_clear_disable_count , 0, 255 ); CMD4(CCC_FloatBlock, "ph_tri_query_ex_aabb_rate", &ph_tri_query_ex_aabb_rate , 1.01f ,3.f ); #endif // DEBUG //#ifndef MASTER_GOLD CMD1(CCC_JumpToLevel, "jump_to_level" ); CMD3(CCC_Mask, "g_god", &psActorFlags, AF_GODMODE ); CMD3(CCC_Mask, "g_unlimitedammo", &psActorFlags, AF_UNLIMITEDAMMO); CMD1(CCC_Script, "run_script"); CMD1(CCC_ScriptCommand, "run_string"); CMD1(CCC_TimeFactor, "time_factor"); //#endif // MASTER_GOLD CMD3(CCC_Mask, "g_autopickup", &psActorFlags, AF_AUTOPICKUP); CMD1(CCC_LuaHelp, "lua_help"); #ifdef DEBUG CMD1(CCC_ShowSmartCastStats, "show_smart_cast_stats"); CMD1(CCC_ClearSmartCastStats, "clear_smart_cast_stats"); CMD3(CCC_Mask, "dbg_draw_actor_alive", &dbg_net_Draw_Flags, (1<<0)); CMD3(CCC_Mask, "dbg_draw_actor_dead", &dbg_net_Draw_Flags, (1<<1)); CMD3(CCC_Mask, "dbg_draw_customzone", &dbg_net_Draw_Flags, (1<<2)); CMD3(CCC_Mask, "dbg_draw_teamzone", &dbg_net_Draw_Flags, (1<<3)); CMD3(CCC_Mask, "dbg_draw_invitem", &dbg_net_Draw_Flags, (1<<4)); CMD3(CCC_Mask, "dbg_draw_actor_phys", &dbg_net_Draw_Flags, (1<<5)); CMD3(CCC_Mask, "dbg_draw_customdetector", &dbg_net_Draw_Flags, (1<<6)); CMD3(CCC_Mask, "dbg_destroy", &dbg_net_Draw_Flags, (1<<7)); CMD3(CCC_Mask, "dbg_draw_autopickupbox", &dbg_net_Draw_Flags, (1<<8)); CMD3(CCC_Mask, "dbg_draw_rp", &dbg_net_Draw_Flags, (1<<9)); CMD3(CCC_Mask, "dbg_draw_climbable", &dbg_net_Draw_Flags, (1<<10)); CMD3(CCC_Mask, "dbg_draw_skeleton", &dbg_net_Draw_Flags, (1<<11)); CMD3(CCC_Mask, "dbg_draw_ph_contacts", &ph_dbg_draw_mask, phDbgDrawContacts); CMD3(CCC_Mask, "dbg_draw_ph_enabled_aabbs", &ph_dbg_draw_mask, phDbgDrawEnabledAABBS); CMD3(CCC_Mask, "dbg_draw_ph_intersected_tries",&ph_dbg_draw_mask, phDBgDrawIntersectedTries); CMD3(CCC_Mask, "dbg_draw_ph_saved_tries", &ph_dbg_draw_mask, phDbgDrawSavedTries); CMD3(CCC_Mask, "dbg_draw_ph_tri_trace", &ph_dbg_draw_mask, phDbgDrawTriTrace); CMD3(CCC_Mask, "dbg_draw_ph_positive_tries", &ph_dbg_draw_mask, phDBgDrawPositiveTries); CMD3(CCC_Mask, "dbg_draw_ph_negative_tries", &ph_dbg_draw_mask, phDBgDrawNegativeTries); CMD3(CCC_Mask, "dbg_draw_ph_tri_test_aabb", &ph_dbg_draw_mask, phDbgDrawTriTestAABB); CMD3(CCC_Mask, "dbg_draw_ph_tries_changes_sign",&ph_dbg_draw_mask, phDBgDrawTriesChangesSign); CMD3(CCC_Mask, "dbg_draw_ph_tri_point" ,&ph_dbg_draw_mask, phDbgDrawTriPoint); CMD3(CCC_Mask, "dbg_draw_ph_explosion_position",&ph_dbg_draw_mask, phDbgDrawExplosionPos); CMD3(CCC_Mask, "dbg_draw_ph_statistics" ,&ph_dbg_draw_mask, phDbgDrawObjectStatistics); CMD3(CCC_Mask, "dbg_draw_ph_mass_centres" ,&ph_dbg_draw_mask, phDbgDrawMassCenters); CMD3(CCC_Mask, "dbg_draw_ph_death_boxes" ,&ph_dbg_draw_mask, phDbgDrawDeathActivationBox); CMD3(CCC_Mask, "dbg_draw_ph_hit_app_pos" ,&ph_dbg_draw_mask, phHitApplicationPoints); CMD3(CCC_Mask, "dbg_draw_ph_cashed_tries_stats",&ph_dbg_draw_mask, phDbgDrawCashedTriesStat); CMD3(CCC_Mask, "dbg_draw_ph_car_dynamics" ,&ph_dbg_draw_mask, phDbgDrawCarDynamics); CMD3(CCC_Mask, "dbg_draw_ph_car_plots" ,&ph_dbg_draw_mask, phDbgDrawCarPlots); CMD3(CCC_Mask, "dbg_ph_ladder" ,&ph_dbg_draw_mask, phDbgLadder); CMD3(CCC_Mask, "dbg_draw_ph_explosions" ,&ph_dbg_draw_mask, phDbgDrawExplosions); CMD3(CCC_Mask, "dbg_draw_car_plots_all_trans" ,&ph_dbg_draw_mask, phDbgDrawCarAllTrnsm); CMD3(CCC_Mask, "dbg_draw_ph_zbuffer_disable" ,&ph_dbg_draw_mask, phDbgDrawZDisable); CMD3(CCC_Mask, "dbg_ph_obj_collision_damage" ,&ph_dbg_draw_mask, phDbgDispObjCollisionDammage); CMD_RADIOGROUPMASK2("dbg_ph_ai_always_phmove",&ph_dbg_draw_mask,phDbgAlwaysUseAiPhMove,"dbg_ph_ai_never_phmove",&ph_dbg_draw_mask,phDbgNeverUseAiPhMove); CMD3(CCC_Mask, "dbg_ph_ik" ,&ph_dbg_draw_mask, phDbgIK); CMD3(CCC_Mask, "dbg_ph_ik_off" ,&ph_dbg_draw_mask1,phDbgIKOff); CMD3(CCC_Mask, "dbg_draw_ph_ik_goal" ,&ph_dbg_draw_mask, phDbgDrawIKGoal); CMD3(CCC_Mask, "dbg_ph_ik_limits" ,&ph_dbg_draw_mask, phDbgIKLimits); CMD3(CCC_Mask, "dbg_ph_character_control" ,&ph_dbg_draw_mask, phDbgCharacterControl); CMD3(CCC_Mask, "dbg_draw_ph_ray_motions" ,&ph_dbg_draw_mask, phDbgDrawRayMotions); CMD4(CCC_Float, "dbg_ph_vel_collid_damage_to_display",&dbg_vel_collid_damage_to_display, 0.f, 1000.f); CMD4(CCC_DbgBullets,"dbg_draw_bullet_hit", &g_bDrawBulletHit, 0, 1) ; CMD1(CCC_DbgPhTrackObj,"dbg_track_obj"); CMD3(CCC_Mask, "dbg_ph_actor_restriction" ,&ph_dbg_draw_mask1,ph_m1_DbgActorRestriction); CMD3(CCC_Mask, "dbg_draw_ph_hit_anims" ,&ph_dbg_draw_mask1,phDbgHitAnims); CMD3(CCC_Mask, "dbg_draw_ph_ik_limits" ,&ph_dbg_draw_mask1,phDbgDrawIKLimits); #endif #ifdef DEBUG CMD4(CCC_Integer, "string_table_error_msg", &CStringTable::m_bWriteErrorsToLog, 0, 1); CMD1(CCC_DumpInfos, "dump_infos"); CMD1(CCC_DumpMap, "dump_map"); CMD1(CCC_DumpCreatures, "dump_creatures"); #endif CMD3(CCC_Mask, "cl_dynamiccrosshair", &psHUD_Flags, HUD_CROSSHAIR_DYNAMIC); CMD1(CCC_MainMenu, "main_menu" ); #ifndef MASTER_GOLD CMD1(CCC_StartTimeSingle, "start_time_single"); CMD4(CCC_TimeFactorSingle, "time_factor_single", &g_fTimeFactor, 0.f,flt_max); #endif // MASTER_GOLD g_uCommonFlags.zero(); g_uCommonFlags.set(flAiUseTorchDynamicLights, TRUE); CMD3(CCC_Mask, "ai_use_torch_dynamic_lights", &g_uCommonFlags, flAiUseTorchDynamicLights); #ifndef MASTER_GOLD CMD4(CCC_Vector3, "psp_cam_offset", &CCameraLook2::m_cam_offset, Fvector().set(-1000,-1000,-1000),Fvector().set(1000,1000,1000)); #endif // MASTER_GOLD CMD1(CCC_GSCheckForUpdates, "check_for_updates"); #ifdef DEBUG CMD1(CCC_DumpObjects, "dump_all_objects"); CMD3(CCC_String, "stalker_death_anim", dbg_stalker_death_anim, 32); CMD4(CCC_Integer, "death_anim_velocity", &b_death_anim_velocity, FALSE, TRUE ); CMD4(CCC_Integer, "show_wnd_rect", &g_show_wnd_rect, 0, 1); CMD4(CCC_Integer, "show_wnd_rect_all", &g_show_wnd_rect2, 0, 1); CMD1(CCC_Crash, "crash" ); CMD4(CCC_Integer, "dbg_show_ani_info", &g_ShowAnimationInfo, 0, 1) ; CMD4(CCC_Integer, "dbg_dump_physics_step", &g_bDebugDumpPhysicsStep, 0, 1); #endif *g_last_saved_game = 0; register_mp_console_commands (); }
//----------------------------------------------------------------------- void xrRender_initconsole () { CMD3(CCC_Preset, "_preset", &ps_Preset, qpreset_token ); CMD4(CCC_Integer, "rs_skeleton_update", &psSkeletonUpdate, 2, 128 ); #ifdef DEBUG CMD1(CCC_DumpResources, "dump_resources"); #endif // DEBUG CMD4(CCC_Float, "r__dtex_range", &r__dtex_range, 5, 175 ); // Common CMD1(CCC_Screenshot,"screenshot" ); // Igor: just to test bug with rain/particles corruption CMD1(CCC_RestoreQuadIBData, "r_restore_quad_ib_data"); #ifdef DEBUG #if RENDER!=R_R1 CMD1(CCC_BuildSSA, "build_ssa" ); #endif CMD4(CCC_Integer, "r__lsleep_frames", &ps_r__LightSleepFrames, 4, 30 ); CMD4(CCC_Float, "r__ssa_glod_start", &ps_r__GLOD_ssa_start, 128, 512 ); CMD4(CCC_Float, "r__ssa_glod_end", &ps_r__GLOD_ssa_end, 16, 96 ); CMD4(CCC_Float, "r__wallmark_shift_pp", &ps_r__WallmarkSHIFT, 0.0f, 1.f ); CMD4(CCC_Float, "r__wallmark_shift_v", &ps_r__WallmarkSHIFT_V, 0.0f, 1.f ); CMD1(CCC_ModelPoolStat,"stat_models" ); #endif // DEBUG CMD4(CCC_Float, "r__wallmark_ttl", &ps_r__WallmarkTTL, 1.0f, 5.f*60.f); CMD4(CCC_Integer, "r__supersample", &ps_r__Supersample, 1, 8 ); Fvector tw_min,tw_max; CMD4(CCC_Float, "r__geometry_lod", &ps_r__LOD, 0.1f, 1.2f ); //. CMD4(CCC_Float, "r__geometry_lod_pow", &ps_r__LOD_Power, 0, 2 ); //. CMD4(CCC_Float, "r__detail_density", &ps_r__Detail_density, .05f, 0.99f ); CMD4(CCC_Float, "r__detail_density", &ps_r__Detail_density, .2f, 0.6f ); #ifdef DEBUG CMD4(CCC_Float, "r__detail_l_ambient", &ps_r__Detail_l_ambient, .5f, .95f ); CMD4(CCC_Float, "r__detail_l_aniso", &ps_r__Detail_l_aniso, .1f, .5f ); CMD4(CCC_Float, "r__d_tree_w_amp", &ps_r__Tree_w_amp, .001f, 1.f ); CMD4(CCC_Float, "r__d_tree_w_rot", &ps_r__Tree_w_rot, .01f, 100.f ); CMD4(CCC_Float, "r__d_tree_w_speed", &ps_r__Tree_w_speed, 1.0f, 10.f ); tw_min.set (EPS,EPS,EPS); tw_max.set (2,2,2); CMD4(CCC_Vector3, "r__d_tree_wave", &ps_r__Tree_Wave, tw_min, tw_max ); #endif // DEBUG CMD2(CCC_tf_Aniso, "r__tf_aniso", &ps_r__tf_Anisotropic ); // {1..16} // R1 CMD4(CCC_Float, "r1_ssa_lod_a", &ps_r1_ssaLOD_A, 16, 96 ); CMD4(CCC_Float, "r1_ssa_lod_b", &ps_r1_ssaLOD_B, 16, 64 ); CMD4(CCC_Float, "r1_lmodel_lerp", &ps_r1_lmodel_lerp, 0, 0.333f ); CMD2(CCC_tf_MipBias,"r1_tf_mipbias", &ps_r1_tf_Mipbias );// {-3 +3} CMD3(CCC_Mask, "r1_dlights", &ps_r1_flags, R1FLAG_DLIGHTS ); CMD4(CCC_Float, "r1_dlights_clip", &ps_r1_dlights_clip, 10.f, 150.f ); CMD4(CCC_Float, "r1_pps_u", &ps_r1_pps_u, -1.f, +1.f ); CMD4(CCC_Float, "r1_pps_v", &ps_r1_pps_v, -1.f, +1.f ); // R1-specific CMD4(CCC_Integer, "r1_glows_per_frame", &ps_r1_GlowsPerFrame, 2, 32 ); CMD3(CCC_Mask, "r1_detail_textures", &ps_r2_ls_flags, R1FLAG_DETAIL_TEXTURES); CMD4(CCC_Float, "r1_fog_luminance", &ps_r1_fog_luminance, 0.2f, 5.f ); // Software Skinning // 0 - disabled (renderer can override) // 1 - enabled // 2 - forced hardware skinning (renderer can not override) CMD4(CCC_Integer, "r1_software_skinning", &ps_r1_SoftwareSkinning, 0, 2 ); // R2 CMD4(CCC_Float, "r2_ssa_lod_a", &ps_r2_ssaLOD_A, 16, 96 ); CMD4(CCC_Float, "r2_ssa_lod_b", &ps_r2_ssaLOD_B, 32, 64 ); CMD2(CCC_tf_MipBias,"r2_tf_mipbias", &ps_r2_tf_Mipbias ); // R2-specific CMD2(CCC_R2GM, "r2em", &ps_r2_gmaterial ); CMD3(CCC_Mask, "r2_tonemap", &ps_r2_ls_flags, R2FLAG_TONEMAP ); CMD4(CCC_Float, "r2_tonemap_middlegray",&ps_r2_tonemap_middlegray, 0.0f, 2.0f ); CMD4(CCC_Float, "r2_tonemap_adaptation",&ps_r2_tonemap_adaptation, 0.01f, 10.0f ); CMD4(CCC_Float, "r2_tonemap_lowlum", &ps_r2_tonemap_low_lum, 0.0001f,1.0f ); CMD4(CCC_Float, "r2_tonemap_amount", &ps_r2_tonemap_amount, 0.0000f,1.0f ); CMD4(CCC_Float, "r2_ls_bloom_kernel_scale",&ps_r2_ls_bloom_kernel_scale, 0.5f, 2.f); CMD4(CCC_Float, "r2_ls_bloom_kernel_g", &ps_r2_ls_bloom_kernel_g, 1.f, 7.f ); CMD4(CCC_Float, "r2_ls_bloom_kernel_b", &ps_r2_ls_bloom_kernel_b, 0.01f, 1.f ); CMD4(CCC_Float, "r2_ls_bloom_threshold",&ps_r2_ls_bloom_threshold, 0.f, 1.f ); CMD4(CCC_Float, "r2_ls_bloom_speed", &ps_r2_ls_bloom_speed, 0.f, 100.f ); CMD3(CCC_Mask, "r2_ls_bloom_fast", &ps_r2_ls_flags, R2FLAG_FASTBLOOM); CMD4(CCC_Float, "r2_ls_dsm_kernel", &ps_r2_ls_dsm_kernel, .1f, 3.f ); CMD4(CCC_Float, "r2_ls_psm_kernel", &ps_r2_ls_psm_kernel, .1f, 3.f ); CMD4(CCC_Float, "r2_ls_ssm_kernel", &ps_r2_ls_ssm_kernel, .1f, 3.f ); CMD4(CCC_Float, "r2_ls_squality", &ps_r2_ls_squality, .5f, 1.f ); CMD3(CCC_Mask, "r2_zfill", &ps_r2_ls_flags, R2FLAG_ZFILL ); CMD4(CCC_Float, "r2_zfill_depth", &ps_r2_zfill, .001f, .5f ); CMD3(CCC_Mask, "r2_allow_r1_lights", &ps_r2_ls_flags, R2FLAG_R1LIGHTS ); //- Mad Max CMD4(CCC_Float, "r2_gloss_factor", &ps_r2_gloss_factor, .0f, 10.f ); //- Mad Max #ifdef DEBUG CMD3(CCC_Mask, "r2_use_nvdbt", &ps_r2_ls_flags, R2FLAG_USE_NVDBT); CMD3(CCC_Mask, "r2_mt", &ps_r2_ls_flags, R2FLAG_EXP_MT_CALC); #endif // DEBUG CMD3(CCC_Mask, "r2_sun", &ps_r2_ls_flags, R2FLAG_SUN ); CMD3(CCC_Mask, "r2_sun_details", &ps_r2_ls_flags, R2FLAG_SUN_DETAILS); CMD3(CCC_Mask, "r2_sun_focus", &ps_r2_ls_flags, R2FLAG_SUN_FOCUS); // CMD3(CCC_Mask, "r2_sun_static", &ps_r2_ls_flags, R2FLAG_SUN_STATIC); // CMD3(CCC_Mask, "r2_exp_splitscene", &ps_r2_ls_flags, R2FLAG_EXP_SPLIT_SCENE); // CMD3(CCC_Mask, "r2_exp_donttest_uns", &ps_r2_ls_flags, R2FLAG_EXP_DONT_TEST_UNSHADOWED); CMD3(CCC_Mask, "r2_exp_donttest_shad", &ps_r2_ls_flags, R2FLAG_EXP_DONT_TEST_SHADOWED); CMD3(CCC_Mask, "r2_sun_tsm", &ps_r2_ls_flags, R2FLAG_SUN_TSM ); CMD4(CCC_Float, "r2_sun_tsm_proj", &ps_r2_sun_tsm_projection, .001f, 0.8f ); CMD4(CCC_Float, "r2_sun_tsm_bias", &ps_r2_sun_tsm_bias, -0.5, +0.5 ); CMD4(CCC_Float, "r2_sun_near", &ps_r2_sun_near, 1.f, 50.f ); #if RENDER!=R_R1 CMD4(CCC_Float, "r2_sun_far", &OLES_SUN_LIMIT_27_01_07, 51.f, 180.f ); #endif CMD4(CCC_Float, "r2_sun_near_border", &ps_r2_sun_near_border, .5f, 1.0f ); CMD4(CCC_Float, "r2_sun_depth_far_scale",&ps_r2_sun_depth_far_scale,0.5, 1.5 ); CMD4(CCC_Float, "r2_sun_depth_far_bias",&ps_r2_sun_depth_far_bias, -0.5, +0.5 ); CMD4(CCC_Float, "r2_sun_depth_near_scale",&ps_r2_sun_depth_near_scale,0.5, 1.5 ); CMD4(CCC_Float, "r2_sun_depth_near_bias",&ps_r2_sun_depth_near_bias,-0.5, +0.5 ); CMD4(CCC_Float, "r2_sun_lumscale", &ps_r2_sun_lumscale, -1.0, +3.0 ); CMD4(CCC_Float, "r2_sun_lumscale_hemi", &ps_r2_sun_lumscale_hemi, 0.0, +3.0 ); CMD4(CCC_Float, "r2_sun_lumscale_amb", &ps_r2_sun_lumscale_amb, 0.0, +3.0 ); CMD3(CCC_Mask, "r2_aa", &ps_r2_ls_flags, R2FLAG_AA); CMD4(CCC_Float, "r2_aa_kernel", &ps_r2_aa_kernel, 0.3f, 0.7f ); CMD4(CCC_Float, "r2_mblur", &ps_r2_mblur, 0.0f, 1.0f ); CMD3(CCC_Mask, "r2_gi", &ps_r2_ls_flags, R2FLAG_GI); CMD4(CCC_Float, "r2_gi_clip", &ps_r2_GI_clip, EPS, 0.1f ); CMD4(CCC_Integer, "r2_gi_depth", &ps_r2_GI_depth, 1, 5 ); CMD4(CCC_Integer, "r2_gi_photons", &ps_r2_GI_photons, 8, 256 ); CMD4(CCC_Float, "r2_gi_refl", &ps_r2_GI_refl, EPS_L, 0.99f ); CMD4(CCC_Integer, "r2_wait_sleep", &ps_r2_wait_sleep, 0, 1 ); #ifndef MASTER_GOLD CMD4(CCC_Integer, "r2_dhemi_count", &ps_r2_dhemi_count, 4, 25 ); CMD4(CCC_Float, "r2_dhemi_sky_scale", &ps_r2_dhemi_sky_scale, 0.0f, 100.f ); CMD4(CCC_Float, "r2_dhemi_light_scale", &ps_r2_dhemi_light_scale, 0, 100.f ); CMD4(CCC_Float, "r2_dhemi_light_flow", &ps_r2_dhemi_light_flow, 0, 1.f ); CMD4(CCC_Float, "r2_dhemi_smooth", &ps_r2_lt_smooth, 0.f, 10.f ); CMD3(CCC_Mask, "rs_hom_depth_draw", &ps_r2_ls_flags_ext, R_FLAGEXT_HOM_DEPTH_DRAW); CMD3(CCC_Mask, "r2_shadow_cascede_zcul",&ps_r2_ls_flags_ext, R2FLAGEXT_SUN_ZCULLING); CMD3(CCC_Mask, "r2_shadow_cascede_old", &ps_r2_ls_flags_ext, R2FLAGEXT_SUN_OLD); #endif // DEBUG CMD4(CCC_Float, "r2_ls_depth_scale", &ps_r2_ls_depth_scale, 0.5, 1.5 ); CMD4(CCC_Float, "r2_ls_depth_bias", &ps_r2_ls_depth_bias, -0.5, +0.5 ); CMD4(CCC_Float, "r2_parallax_h", &ps_r2_df_parallax_h, .0f, .5f ); // CMD4(CCC_Float, "r2_parallax_range", &ps_r2_df_parallax_range, 5.0f, 175.0f ); CMD4(CCC_Float, "r2_slight_fade", &ps_r2_slight_fade, .2f, 1.f ); tw_min.set (0,0,0); tw_max.set (1,1,1); CMD4(CCC_Vector3, "r2_aa_break", &ps_r2_aa_barier, tw_min, tw_max ); tw_min.set (0,0,0); tw_max.set (1,1,1); CMD4(CCC_Vector3, "r2_aa_weight", &ps_r2_aa_weight, tw_min, tw_max ); // Igor: Depth of field tw_min.set (-10000,-10000,0); tw_max.set (10000,10000,10000); CMD4( CCC_Dof, "r2_dof", &ps_r2_dof, tw_min, tw_max); CMD4( CCC_DofNear, "r2_dof_near", &ps_r2_dof.x, tw_min.x, tw_max.x); CMD4( CCC_DofFocus, "r2_dof_focus", &ps_r2_dof.y, tw_min.y, tw_max.y); CMD4( CCC_DofFar, "r2_dof_far", &ps_r2_dof.z, tw_min.z, tw_max.z); CMD4(CCC_Float, "r2_dof_kernel",&ps_r2_dof_kernel_size, .0f, 10.f); CMD4(CCC_Float, "r2_dof_sky", &ps_r2_dof_sky, -10000.f, 10000.f); CMD3(CCC_Mask, "r2_dof_enable",&ps_r2_ls_flags, R2FLAG_DOF); // float ps_r2_dof_near = 0.f; // 0.f // float ps_r2_dof_focus = 1.4f; // 1.4f CMD3(CCC_Mask, "r2_volumetric_lights", &ps_r2_ls_flags, R2FLAG_VOLUMETRIC_LIGHTS); // CMD3(CCC_Mask, "r2_sun_shafts", &ps_r2_ls_flags, R2FLAG_SUN_SHAFTS); CMD3(CCC_Token, "r2_sun_shafts", &ps_r_sun_shafts, qsun_shafts_token); CMD3(CCC_SSAO_Mode, "r2_ssao_mode", &ps_r_ssao_mode, qssao_mode_token); CMD3(CCC_Token, "r2_ssao", &ps_r_ssao, qssao_token); CMD3(CCC_Mask, "r2_ssao_blur", &ps_r2_ls_flags_ext, R2FLAGEXT_SSAO_BLUR);//Need restart CMD3(CCC_Mask, "r2_ssao_opt_data", &ps_r2_ls_flags_ext, R2FLAGEXT_SSAO_OPT_DATA);//Need restart CMD3(CCC_Mask, "r2_ssao_half_data", &ps_r2_ls_flags_ext, R2FLAGEXT_SSAO_HALF_DATA);//Need restart CMD3(CCC_Mask, "r2_ssao_hbao", &ps_r2_ls_flags_ext, R2FLAGEXT_SSAO_HBAO);//Need restart CMD3(CCC_Mask, "r2_ssao_hdao", &ps_r2_ls_flags_ext, R2FLAGEXT_SSAO_HDAO);//Need restart CMD3(CCC_Mask, "r4_enable_tessellation", &ps_r2_ls_flags_ext, R2FLAGEXT_ENABLE_TESSELLATION);//Need restart CMD3(CCC_Mask, "r4_wireframe", &ps_r2_ls_flags_ext, R2FLAGEXT_WIREFRAME);//Need restart CMD3(CCC_Mask, "r2_steep_parallax", &ps_r2_ls_flags, R2FLAG_STEEP_PARALLAX); CMD3(CCC_Mask, "r2_detail_bump", &ps_r2_ls_flags, R2FLAG_DETAIL_BUMP); CMD3(CCC_Token, "r2_sun_quality", &ps_r_sun_quality, qsun_quality_token); // Igor: need restart CMD3(CCC_Mask, "r2_soft_water", &ps_r2_ls_flags, R2FLAG_SOFT_WATER); CMD3(CCC_Mask, "r2_soft_particles", &ps_r2_ls_flags, R2FLAG_SOFT_PARTICLES); //CMD3(CCC_Mask, "r3_msaa", &ps_r2_ls_flags, R3FLAG_MSAA); CMD3(CCC_Token, "r3_msaa", &ps_r3_msaa, qmsaa_token); //CMD3(CCC_Mask, "r3_msaa_hybrid", &ps_r2_ls_flags, R3FLAG_MSAA_HYBRID); //CMD3(CCC_Mask, "r3_msaa_opt", &ps_r2_ls_flags, R3FLAG_MSAA_OPT); CMD3(CCC_Mask, "r3_gbuffer_opt", &ps_r2_ls_flags, R3FLAG_GBUFFER_OPT); CMD3(CCC_Mask, "r3_use_dx10_1", &ps_r2_ls_flags, (u32)R3FLAG_USE_DX10_1); //CMD3(CCC_Mask, "r3_msaa_alphatest", &ps_r2_ls_flags, (u32)R3FLAG_MSAA_ALPHATEST); CMD3(CCC_Token, "r3_msaa_alphatest", &ps_r3_msaa_atest, qmsaa__atest_token); CMD3(CCC_Token, "r3_minmax_sm", &ps_r3_minmax_sm, qminmax_sm_token); // Allow real-time fog config reload #if (RENDER == R_R3) || (RENDER == R_R4) #ifdef DEBUG CMD1(CCC_Fog_Reload,"r3_fog_reload"); #endif // DEBUG #endif // (RENDER == R_R3) || (RENDER == R_R4) CMD3(CCC_Mask, "r3_dynamic_wet_surfaces", &ps_r2_ls_flags, R3FLAG_DYN_WET_SURF); CMD4(CCC_Float, "r3_dynamic_wet_surfaces_near", &ps_r3_dyn_wet_surf_near, 10, 70 ); CMD4(CCC_Float, "r3_dynamic_wet_surfaces_far", &ps_r3_dyn_wet_surf_far, 30, 100 ); CMD4(CCC_Integer, "r3_dynamic_wet_surfaces_sm_res",&ps_r3_dyn_wet_surf_sm_res,64, 2048 ); CMD3(CCC_Mask, "r3_volumetric_smoke", &ps_r2_ls_flags, R3FLAG_VOLUMETRIC_SMOKE); CMD1(CCC_memory_stats, "render_memory_stats" ); // CMD3(CCC_Mask, "r2_sun_ignore_portals", &ps_r2_ls_flags, R2FLAG_SUN_IGNORE_PORTALS); }