void CheckNeedPass(void) { int need; /* if password or spectator_password has changed, update needpass as needed */ if (password->modified || spectator_password->modified) { password->modified = spectator_password->modified = false; need = 0; if (*password->string && Q_stricmp(password->string, "none")) { need |= 1; } if (*spectator_password->string && Q_stricmp(spectator_password->string, "none")) { need |= 2; } gi.cvar_set("needpass", va("%d", need)); } }
/* ============ G_InitCvars ============ */ void G_InitCvars( void ) { // don't override the cheat state set by the system g_cheats = gi.cvar ("helpUsObi", "", 0); g_developer = gi.cvar ("developer", "", 0); // noset vars gi.cvar( "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM ); gi.cvar( "gamedate", __DATE__ , CVAR_ROM ); g_skippingcin = gi.cvar ("skippingCinematic", "0", CVAR_ROM); // latched vars // change anytime vars g_speed = gi.cvar( "g_speed", "250", CVAR_CHEAT ); g_gravity = gi.cvar( "g_gravity", "800", CVAR_USERINFO|CVAR_ROM ); //using userinfo as savegame flag g_sex = gi.cvar ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE ); g_spskill = gi.cvar ("g_spskill", "0", CVAR_ARCHIVE | CVAR_USERINFO); //using userinfo as savegame flag g_knockback = gi.cvar( "g_knockback", "1000", CVAR_CHEAT ); g_dismemberment = gi.cvar ( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head, 4 = mega dismemberment g_dismemberProbabilities = gi.cvar ( "g_dismemberProbabilities", "1", CVAR_ARCHIVE );//0 = ignore probabilities, 1 = use probabilities g_synchSplitAnims = gi.cvar ( "g_synchSplitAnims", "1", 0 ); g_inactivity = gi.cvar ("g_inactivity", "0", 0); g_debugMove = gi.cvar ("g_debugMove", "0", CVAR_CHEAT ); g_debugDamage = gi.cvar ("g_debugDamage", "0", CVAR_CHEAT ); g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", CVAR_CHEAT ); g_timescale = gi.cvar( "timescale", "1", 0 ); g_subtitles = gi.cvar( "g_subtitles", "2", CVAR_ARCHIVE ); com_buildScript = gi.cvar ("com_buildscript", "0", 0); g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking g_saberRealisticCombat = gi.cvar( "g_saberRealisticCombat", "0", CVAR_ARCHIVE|CVAR_CHEAT );//makes collision more precise, increases damage g_saberMoveSpeed = gi.cvar( "g_saberMoveSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast you run while attacking with a saber g_saberAnimSpeed = gi.cvar( "g_saberAnimSpeed", "1", CVAR_ARCHIVE|CVAR_CHEAT );//how fast saber animations run g_saberAutoAim = gi.cvar( "g_saberAutoAim", "1", CVAR_ARCHIVE|CVAR_CHEAT );//auto-aims at enemies when not moving or when just running forward g_AIsurrender = gi.cvar( "g_AIsurrender", "0", CVAR_CHEAT ); g_numEntities = gi.cvar( "g_numEntities", "0", CVAR_CHEAT ); gi.cvar( "newTotalSecrets", "0", CVAR_ROM ); gi.cvar_set("newTotalSecrets", "0");//used to carry over the count from SP_target_secret to ClientBegin g_iscensored = gi.cvar( "ui_iscensored", "0", CVAR_ARCHIVE|CVAR_ROM|CVAR_INIT|CVAR_CHEAT|CVAR_NORESTART ); }