Exemplo n.º 1
0
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));
	}
}
Exemplo n.º 2
0
/*
============
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 );
}