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CVARINFO
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CVARINFO
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server string pb_zombieman_override="Disabled";
server string pb_sergeant_override="Disabled";
server string pb_imp_override="Disabled";
server string pb_chaingunner_override="Disabled";
server string pb_pinky_override="Disabled";
server string pb_spectre_override="Disabled";
server string pb_cacodemon_override="Disabled";
server string pb_painelemental_override="Disabled";
server string pb_lostsoul_override="Disabled";
server string pb_revenant_override="Disabled";
server string pb_arachnotron_override="Disabled";
server string pb_hellknight_override="Disabled";
server string pb_baronofhell_override="Disabled";
server string pb_mancubus_override="Disabled";
server string pb_archvile_override="Disabled";
server string pb_mastermind_override="Disabled";
server string pb_cyberdemon_override="Disabled";
server string pb_nazi_override="Disabled";
server string pb_dog_override="Disabled";
server bool pb_experimental = false;
user bool py_weaponwheel_freeze = true;
user int py_weaponwheel_invert = 0;
user bool py_weaponwheel_musicfade = false;
user bool pb_toggle_aim_hold = false;
server bool pb_performance_fire = false;
user bool pb_exaggeratedrecoil = true;
user float pb_exaggeratedrecoilmul = 0.5;
user int pb_floorwallblooddrawdist = 800;
server bool pb_keepweapons = false;
user int sd_lasers_densityoffset = 1;
user int pb_bloodamount = 2;
user int PB_tracerlight = 0;
user int PB_alttracer = 0;
user int pb_lowgraphicsmode = 0;
server int pb_classicmonsters = 0;
server int zdoombrutalblood = 2;
server int zdoombrutaljanitor = 0; //For gibs
server int zdoombrutaljanitorcasings = 0; //For casings & clips
server int isrunningzandronum = 1;
server int pb_nobulletpenetration = 1;// CVar Info
server int pb_knuckleanimationinstart = 0;
user int pb_execution_box = 1;
server int pb_disabledecorations = 1;
server int pb_disablemapenhancements = 1;
server int pb_disablenewguns = 0;
server int pb_disablenewenemies = 0;
server bool pb_cyberdemondeath = false;
server int pb_grenadeimpact = 0;
server int pb_sglgrenadeimpact = 0;
//DMR Reticle Related stuff.
Server noarchive float TestX1 = 0.0;
Server noarchive float TestY1 = 0.0;
//User Int ReticleStyle = 0; //For ACS reticle in ADS
// Mode (0 = Crop, 1 = Scale)
server noarchive int widemode = 1;
// Title Page
server noarchive string titlemusic = "TM_MUS";
server noarchive string titlepage = "TM_BACK";
server noarchive int titlepage_w = 3840;
server noarchive int titlepage_h = 2160;
server noarchive float titlepage_time = 11;
// Number of credit pages
server noarchive int creditpages = 0;
// Credit page
server noarchive string creditpage1 = "CREDIT";
server noarchive int creditpage1_w = 320;
server noarchive int creditpage1_h = 200;
server noarchive float creditpage1_time = 5;
//Screen Tilting
user int disable_screentilt = 0;
user float qtilt_strength = 1.0;
user bool cl_MoveTilt = true;
// CVar Info
server float fs_volume_mul = 1.0;
server float fs_delay_mul = 1.0;
//Footsteps
user float cl_step_volmul = 7.0;
user float cl_step_delaymul = 1.0;
//Gameplay Option
user int SingleDualFire = 0;
server int nodoomguytalk = 0;
server bool pb_disable_sergeant_prone = false; //disable "prone" attacks from zombie sergeants
server bool pb_disabledynamicavoid = false; //disables the more dynamic avoids on monsters
server bool pb_grenadeshrapnel = false;
server bool pb_mineshrapnel = false;
server bool pb_rocketshrapnel = false;
server bool pb_wallpenetration = false;
//Weapon Recoil
server float pb_weapon_recoil_mod_vertical = 1.0;
server float pb_weapon_recoil_mod_horizontal = 1.0;
server bool pb_weapon_recoil_extra_weapons = false; //some people don't like recoil on the rocket launcher, BFG etc, as they consider it not lore friendly or antithetical to the weapons design. This cvar enables recoil for them
//Rendering
server int noscreensplash = 0;
server int nopaineffect = 0;
server int bloodsplash = 0;
user bool pb_lowflashesmode = false;
user int PB_HatExtravaganza = 0;
//Global Spawn balance. Do NOT touch.
server int SpawnBalance=671;
////////////////////Monster Spawning Toggles//////////////////////////
//Zombieman
server int pb_NoPistolZman = 0;
server int pb_NoHelmetZman = 0;
server int pb_NoZombieScientist = 0;
server int pb_NoCarbineZombie = 0;
//Sergeant
server int pb_NoHelmetSergeant = 0;
server int pb_NoAutoshotgunSergeant = 0;
server int pb_NoZSpecOps = 0;
server int pb_NoQuadSergeant = 0;
server int pb_NoRocketSergeant = 0;
server int pb_NoPyroSergeant = 0;
server int pb_NoDemonTechSoldier = 0;
server int pb_NoRiotShieldGuy = 0;
//Commando
server int pb_NoNailgunMajor = 0;
server int pb_NoPlasmaZombie = 0;
server int pb_NoClassicCommando = 0;
//Imp Variants
server int pb_NoBrownImps = 0;
server int pb_NoDarkImps = 0;
server int pb_NoSavageImps = 0;
//Pinky Demon Variants
server int pb_NoBloodDemon = 0;
server int pb_NoMechDemon = 0;
//Spectre Variants
server int pb_VoidSpectre = 0;
//Cacodemon Variants
server int pb_NoMagCaco = 0;
server int pb_NoAfrit = 0;
//Pain Elemental Variants
server int pb_NoSufferElemental = 0;
server int pb_NoOverlord = 0;
//Lost Soul Variants
server int pb_NoPhantasm = 0;
//Revenant Variants
server int pb_NoBeamRevenant = 0;
server int pb_NoDraugr = 0;
//Arachnotron Variants
server int pb_NoInfernoArachnotron = 0;
server int pb_NoArachnotron2 = 0;
server int pb_NoArachnophyte = 0;
//Hell Knight Variants
server int pb_NoCyberKnight = 0;
server int pb_NoCyberPaladin = 0;
//Baron Variants
server int pb_NoCyberBaron = 0;
server int pb_NoBelphegor = 0;
server int pb_NoInfernus = 0;
//Fatso Variants
server int pb_NoDaedabus = 0;
server int pb_NoVolcabus = 0;
//Archvile Variants
server int pb_NoIceVile = 0;
server int pb_NoFleshwizard = 0;
server int pb_NoHellion = 0;
//Mastermind Variants
server int pb_NoDemolisher = 0;
server int pb_NoJuggernaut = 0;
//Cyber Demon Variants
server int pb_NoAnnihilator = 0;
server bool PB_NaziExclusiveSpawning = true;
// Should Collected Weapons Stay?
User bool PlayerCatchup = false;
////////////////////Weapon Spawning Toggles//////////////////////////
server bool DynamicWeaponSpawn = true;
//Tier 2 weapons
server bool DisablePB_Revolver = false;
server bool DisablePB_Autoshotgun = false;
//Tier 2 weapons
server bool DisablePB_Carbine = false;
server bool DisablePB_SuperGL = false;
server bool DisablePB_M2Plasma = false;
//Tier 3 weapons
server bool DisablePB_SMG = false;
server bool DisablePB_HDMRUpgrade = false;
server bool DisablePB_Nailgun = false;
server bool DisablePB_SGMagazine = false;
server bool DisablePB_QuadSG = false;
server bool DisablePulseCannonUpgrade = false;
server bool DisablePB_Railgun = false;
server bool DisablePB_CryoRifle = false;
//Tier 4 weapons
server bool DisablePB_AutoshotgunUpgrade = false;
server bool DisablePB_Deagle = false;
server bool DisablePB_LMG = false;
server bool DisablePB_MinigunUpgrade = false;
server bool DisablePB_M2Upgrade = false;
server bool DisablePB_Unmaker = false; //Why would you want this disabled???
server bool DisablePB_FlamerUpgrade = false; //not actually sure wich tier is this
server bool DisablePB_Flamer = false;
server int DisablePB_MG42 = 0; //0 can replace bfg, 1 only on wolfenstein maps, 2 or anything else is disabled
server int pb_NoUpgrades = 0;
server int pb_NoPulseCannonUpgrade = 0;
server bool pb_nocooldown = false;
server int pb_fastcryowarmup = 0;
user int pb_UpgradeRevolver = 0;
user int pb_UpgradeCarbine = 0;
user int pb_UpgradeShotgun = 0;
user int pb_UpgradeNailgun = 0;
user int pb_UpgradePlasma = 0;
user int pb_UpgradeGL = 0;
user int pb_UpgradeLMG = 1; // ¯\_(ツ)_/¯
user int pb_SGAltAmmoSwap = 0;
user int pb_SGPumpFromHip = 0;
user int pb_RLOverloadCell = 0;
server int pb_NoCSSGWeapon = 1;
server int pb_NoHeavyGLWeapon = 0;
server int pb_NoBlackholeWeapon = 0;
server bool pb_SSGRandomSpawn = false;
server int pb_NoHelmetAnimation = 0;
//Motion Blur by Pixel Eater
user bool mblur = false ; //Disabled in response to fan feedback and to prevent possible startup errors on mobile devices or low end PCs.
user int mblur_samples = 5 ;
user float mblur_strength = 64 ;
user float mblur_recovery = 64 ;
user int mblur_blendmode = 1 ;
user bool mblur_autostop = true ;
user float mblur_threshold = 30 ;
user float mblur_recovery2 = 90 ;
// Tilt++ CVars
// Strafe tilting
server bool sv_strafetilt = true;
server bool sv_strafetiltinvert = false;
server float sv_strafetiltspeed = 1.0;
server float sv_strafetiltangle = 0.5;
// Movement tilting
server bool sv_movetilt = false;
server float sv_movetiltspeed = 15.000;
server float sv_movetiltangle = 0.015;
server float sv_movetiltscalar = 0.2;
// Turn tilting
server bool sv_turntilt = true;
server float sv_turntiltscalar = 1.5;
server bool sv_turntiltinvert = false;
// Underwater tilting
server bool sv_underwatertilt = true;
server float sv_underwatertiltspeed = 0.5;
server float sv_underwatertiltangle = 0.05;
server float sv_underwatertiltscalar = 1.0;
// Death tilting
server bool sv_deathtilt = true;
//New Head Hitbox System
server float hs_factor = 2.0;
server bool hs_hitbox = true;
// Max Casings
server int nashgore_maxcasings = 50;
// NashGore CVARs
server int nashgore_maxgore = 1024;
server int nashgore_bloodtype = 0;
server int nashgore_bloodamount = 255;
server bool nashgore_spriteblood = false;
server bool nashgore_bloodspurt = true;
server int nashgore_gibtype = 0;
server int nashgore_gibamount = 255;
server bool nashgore_corpseblood = true;
server bool nashgore_footprints = true;
server bool nashgore_deathflip = true;
server bool nashgore_squish = true;
server bool nashgore_icedeath = true;
server bool nashgore_splat = true;
/////////////////////////////////
//Hard-Coded Movement for Project Brutality
server bool pb_hazardmovement = true;
server int pb_movetype = 0;
server float pb_friction = 1.6;
server float pb_maxgroundspeed = 15.1;
server float pb_maxhopspeed = 28;
server float pb_walkspeed = 0.5;
server float pb_crouchspeed = 0.5;
server float pb_strafemodifier = 1.33;
server bool pb_dropprevention = false;
server float pb_jumpheight = 8.0;
server float pb_setgravity = 1.0;
server bool pb_autojump = true;
server int pb_doublejump = 2;
server float pb_doublejumpheight = 1.0;
server bool pb_wjdoublejumprenew = false;
server bool pb_landing = true;
server float pb_landingsens = 6.0;
server float pb_landingspeed = 0.25;
server float pb_minlanding = 0.5;
server bool pb_dash = true;
user bool pb_dasheffect = true;
user bool pb_doubletap = false;
user int pb_maxtaptime = 10;
server float pb_dashboost = 15.0;
server float pb_dashheight = 0.6;
server bool pb_airdash = false;
server float pb_adashboost = 10;
server float pb_adashfriction = 1;
server bool pb_wjump = false;
server float pb_wjumpboost = 1.5;
server float pb_multipledashes = 0.0;
server float pb_wjumpheight = 0.75;
server bool pb_wslide = false;
server float pb_wslidevelz = 0.9;
server bool pb_crouchslide = true;
server int pb_cslidetype = 0;
server float pb_cslidestrength = 1.5;
server int pb_cslideduration = 10;
server float pb_qslideaccel = 6.0;
server int pb_qslideduration = 8;
//Ledge Grabbing
server bool pb_ledgegrab = true;
/////////////////////////////////
//General
server int zm_movetype = 0;
server float zm_friction = 8.0;
server float zm_maxgroundspeed = 12;
server float zm_maxhopspeed = 28;
server float zm_walkspeed = 0.7;
server float zm_crouchspeed = 0.7;
server float zm_strafemodifier = 1.0;
server bool zm_dropprevention = false;
////////////////
//Jumping
server float zm_jumpheight = 5.5;
server float zm_setgravity = 0.56;
server float pk_bhopjumpheight = 0.85;
server bool zm_autojump = true;
//Double Jump
server int zm_doublejump = 0;
server float zm_doublejumpheight = 1.2;
server bool zm_wjdoublejumprenew = false;
//Ramp Jump
server bool zm_rampjump = false;
server float zm_rjumpmulti = 1.0;
//Jump Landing
server bool zm_landing = false;
server float zm_landingsens = 6.0;
server float zm_landingspeed = 0.25;
server float zm_minlanding = 0.5;
////////////////
//Dashing - WallJumping - WallSliding
server bool zm_dash = false;
user bool zm_doubletap = true;
user int zm_maxtaptime = 10;
server float zm_dashboost = 1.5;
server float zm_dashheight = 0.75;
server bool zm_airdash = false;
server float zm_adashboost = 10;
server float zm_adashfriction = 1;
server bool zm_wjump = false;
server float zm_wjumpboost = 1.5;
server float zm_multipledashes = 0.0;
server float zm_wjumpheight = 0.75;
server bool zm_wslide = false;
server float zm_wslidevelz = 0.9;
//CrouchSliding
server bool zm_crouchslide = false;
server int zm_cslidetype = 0;
server float zm_cslidestrength = 1.5;
server int zm_cslideduration = 13;
server float zm_qslideaccel = 6.0;
server int zm_qslideduration = 8;
//Ledge Grabbing
server bool zm_ledgegrab = false;
////////////////
//Bobbing
user bool zm_stillbob = false;
user int zm_fullbobspeed = 8;
//Sway
user bool zm_yawsway = true;
user float zm_yawswayspeed = 2;
user float zm_yawswayrange = 2;
user float zm_yawswayfriction = 10;
user bool zm_yawswaydirection = false;
user float zm_pitchswaytype = 0;
//Y Offset
user int zm_offsetspeed = 75;
user int zm_offsetmaxrange = 30;
user bool zm_offsetdirection = false;
////////////////
//Other
server int zm_speedometer = 0;
///////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////**Spawner CVARS**///////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////
// General Spawn CVars
server bool pb_spawner_tiered = false;
//Shotgun Spawn
server int pb_spawner_autoshotgun = 0;
server int pb_spawner_shotgunupgrade = 0;
server int pb_spawner_drum = 0;
/////////////////////////////////
//PBVP Model Toggle
Server Bool V5_MODELS = false;
Server Bool V5_Cull = false;
Server Int V5_MDist = 900;
Server Bool V5_Quake3 = false;
server float V5_Q3Spin = 5.0;
server float V5_Q3Zoff = 16.0;
server float V5_Q3Bob = 0.5;
server noarchive bool V5_Mlock = False;
////////////////////////////////
user bool pb_weapon_crosshairs = false;
server bool pb_ScaleXWeapons = false;
////////////////////////////////////
// Generic's HUD
user bool pb_huddynamics = true;
user int pb_hudxmargin = 0;
user int pb_hudymargin = 0;
user bool pb_showhudvisor = true;
user bool pb_showhudvisorglass = true;
user bool pb_showlevelstats = false;
user bool pb_uselowreshudfont = false;
user bool pb_curmaxammolist = true;
user bool pb_hideunusedtypes = true;
user float pb_hudalpha = 1.0;
user float pb_hudboxalpha = 1.0;
user bool pb_showammolist = true;
user float pb_messagesize = 1.0;
nosave user bool pb_newmugshot = true;
user bool pb_showblooddrops = true;
user float pb_blooddropsalpha = 0.8;
user bool pb_showglasscracks = true;
user float pb_glasscracksalpha = 0.2;
nosave server bool pbcv_inter = true;
// Spawner Stuff
// MapsBeatenCounter
server noarchive bool CanGive = false;
// Start at 1 because we don't increment from the titlemap.
//SequentialMapOrder
// once for the menu, once in game.
server noarchive int SMO = 0;
server int DynamicSpawnMonsters = 1;
server int levelsToPlay = 32;
//gearbox cvars
// When adding new options, don't forget to add them to:
// - zscript/zabor/event_handler.zs:printGearboxCvars().
// - keyconf.txt:Alias gb_reset.
// Options /////////////////////////////////////////////////////////////////////////////////////////
user int gb_scale = 1;
user color gb_color = "22 22 CC";
user color gb_dim_color = "00 00 00";
user bool gb_show_tags = true;
// 0 - blocky view
// 1 - wheel view
user int gb_view_type = 0;
user bool gb_enable_dim = true;
user bool gb_enable_blur = true;
user float gb_wheel_position = 1.0;
user float gb_wheel_scale = 1.0;
user bool gb_wheel_tint = true;
user int gb_multiwheel_limit = 12;
user float gb_blocks_position_x = 0.0;
user float gb_blocks_position_y = 0.0;
user int gb_text_scale = 1;
user float gb_text_position_x = 0.0;
user float gb_text_position_y = 0.0;
user float gb_text_position_y_max = 1.0;
user int gb_text_usual_color = 21; // cyan
user int gb_text_selected_color = 9; // white
user string gb_font = "PBBOLD";
user bool gb_open_on_scroll = false;
user bool gb_open_on_slot = false;
user bool gb_reverse_slot_cycle_order = false;
user bool gb_select_first_slot_weapon = false;
user bool gb_mouse_in_wheel = true;
user bool gb_select_on_key_up = true;
user bool gb_no_menu_if_one = false;
user bool gb_on_automap = false;
user bool gb_lock_positions = false;
user bool gb_enable_sounds = true;
user bool gb_frozen_can_open = false;
user int gb_time_freeze = 1;
user float gb_mouse_sensitivity_x = 1.0;
user float gb_mouse_sensitivity_y = 1.0;
user bool gb_zabor_enabled = true;
user bool gb_colored_ui = true;
// Custom weapon order storage /////////////////////////////////////////////////////////////////////
nosave string gb_custom_weapon_order = "";
user bool pb_usenewwhizby = false;
user float pb_tailvolume = 1.0;
server bool pb_cheapcasings = true;
user int pb_gunsmoketype = 0;
server bool PB_MP_MovementTesting = false;