about fucking stupid strings

Posts 1–15 of 26 · Page 1 of 2
about fucking stupid strings
hi all
i noticed alot of members asking for strings so i think i have to explain something

most strings are got from game bute files so they are mentioned in cshell as their values are read from bute files during loading process
such as ReloadAnimRatio, AmmoDamage etc

but these info which is not constants like (player position, name, anything related to esp) will NOT have strings as its values are filled from data the server sends

and about ptc, all its strings are probably from sdk file called renderconsolevars.h
here is the file , with working and patched console vars, just try them:

Code:
#ifndef __RENDERERCONSOLEVARS_H__
#define __RENDERERCONSOLEVARS_H__

//-------------------------------------
//Dependant headers
//-------------------------------------
#ifndef __D3D_CONVAR_H__
#	include "d3d_convar.h"
#endif


//-------------------------------------
//Utility macros
//-------------------------------------

//This macro is to control declaration vs. instantiation, in order to
//instantiate the console variables in a CPP file, simply declare
//INSTANTIATE_RENDERER_CONSOLE_VARS and they will be placed in there,
//otherwise they will simply be referenced. This prevents having to define
//console variables in multiple places.
#ifdef INSTANTIATE_RENDERER_CONSOLE_VARS
#	define RCONVAR(VarName, TextName, Type, Value)   ConVar < Type > VarName(TextName, Value)
#else
#	define RCONVAR(VarName, TextName, Type, Value)   extern ConVar < Type > VarName
#endif

//-------------------------------------
//Console Variables
//-------------------------------------


//------------------------------
// System controls
RCONVAR(g_CV_CacheTextures, "CacheTextures", int, 0);

//------------------------------
// Really Close settings
RCONVAR(g_CV_ModelNear, "reallyclose_near", float, 0.1f);
RCONVAR(g_CV_ModelFar, "reallyclose_far", float, 7.0f);
RCONVAR(g_CV_PVModelFOV, "PVModelFOV", float, 75.0f);
RCONVAR(g_CV_PVModelAspect, "PVModelAspect", float, 1.0f);
RCONVAR(g_CV_PVModelEnvmapVelocity, "PVModelEnvmapVelocity", float, 128.0f);
RCONVAR(g_CV_PVModelEnvmapScale, "PVModelEnvmapScale", float, 0.4f);
RCONVAR(g_CV_PVModelEnvMapCampRange, "PVModelEnvmapClampRange", float, 5.0f);
RCONVAR(g_CV_DrawGuns, "DrawGuns", int, 1);


//------------------------------
// Fog
RCONVAR(g_CV_TableFog, "TableFog", int, 1);
RCONVAR(g_CV_FogEnable, "FogEnable", int, 0);
RCONVAR(g_CV_FogColorR, "FogR", int, 255);
RCONVAR(g_CV_FogColorG, "FogG", int, 255);
RCONVAR(g_CV_FogColorB, "FogB", int, 255);
RCONVAR(g_CV_FogNearZ, "FogNearZ", float, 0.0f);
RCONVAR(g_CV_FogFarZ, "FogFarZ", float, 2000.0f);
RCONVAR(g_CV_SkyFogNearZ, "SkyFogNearZ", float, 0.0f);
RCONVAR(g_CV_SkyFogFarZ, "SkyFogFarZ", float, 2000.0f);

//------------------------------
// Detail Textures
RCONVAR(g_CV_DetailTextures, "DetailTextures", int, 1);
RCONVAR(g_CV_DetailTextureScale, "DetailTextureScale", float, 0.2f);
RCONVAR(g_CV_DetailTextureAdd, "DetailTextureAdd", int, 1);

//------------------------------
// Environment Maps
RCONVAR(g_CV_EnvMapAdd, "EnvMapAdd", int, 1);
RCONVAR(g_CV_EnvPanSpeed, "EnvPanSpeed", float, 0.0005f);
RCONVAR(g_CV_EnvScale, "EnvScale", float, 1.0f);
RCONVAR(g_CV_EnvMapEnable, "EnvMapEnable", int, 1);

//------------------------------
// Environment Bump Maps
RCONVAR(g_CV_EnvBumpMap, "EnvBumpMap", int, 1);
RCONVAR(g_CV_EnvBumpMapScale, "EnvBumpMapScale", float, 1.0f);
RCONVAR(g_CV_EnvBumpMapBumpScale, "EnvBumpMapBumpScale", float, 1.0f);


//------------------------------
// DOT3 world rendering 
RCONVAR(g_CV_DOT3BumpMap, "DOT3BumpMap", int, 1);
RCONVAR(g_CV_DOT3EnvBumpMap, "DOT3EnvBumpMap", int, 1);
RCONVAR(g_CV_DOT3Saturate, "DOT3Saturate", int, 0);


//------------------------------
// World Debugging
RCONVAR(g_CV_DrawWorldTree, "DrawWorldTree", int, 0);
RCONVAR(g_CV_DrawRenderBlocks, "DrawRenderBlocks", int, 0);
RCONVAR(g_CV_DebugRBTri, "DebugRBTri", int, 0);
RCONVAR(g_CV_DebugRBCur, "DebugRBCur", int, 0);
RCONVAR(g_CV_DebugRBAll, "DebugRBAll", int, 0);
RCONVAR(g_CV_DebugRBFrustum, "DebugRBFrustum", int, 0);
RCONVAR(g_CV_DebugRBNoOccluders, "DebugRBNoOccluders", int, 0);
RCONVAR(g_CV_DebugRBDrawOccluders, "DebugRBDrawOccluders", int, 0);
RCONVAR(g_CV_DebugRBSortOccluders, "DebugRBSortOccluders", int, 1);
RCONVAR(g_CV_DebugRBTime, "DebugRBTime", int, 0);
RCONVAR(g_CV_DebugRBDraw, "DebugRBDraw", int, 1);
RCONVAR(g_CV_DebugRBOldOccludeeShape, "DebugRBOldOccludeeShape", int, 0);
RCONVAR(g_CV_DebugRBFindSlivers, "DebugRBFindSlivers", int, 0);
//RCONVAR(g_CV_LockPVS, "LockPVS", int, 0);
RCONVAR(g_CV_DisableRenderObjectGroups, "DisableRenderObjectGroups", int, 0);

//------------------------------
// Renderer Settings
RCONVAR(g_CV_VSyncOnFlip, "VSyncOnFlip", int, 1);
RCONVAR(g_CV_MipMapBias, "MipMapBias", float, 0.0f);
RCONVAR(g_CV_Trilinear, "Trilinear", int, 0);
RCONVAR(g_CV_Anisotropic, "Anisotropic", int, 0);
RCONVAR(g_CV_2DAnisotropic, "2DAnisotropic", int, 0);
RCONVAR(g_CV_RefRast, "RefRast", int, 0);
RCONVAR(g_CV_BackBufferCount, "BackBufferCount", int, 2);
RCONVAR(g_CV_ZBitDepth, "ZBitDepth", int, 32);
RCONVAR(g_CV_StencilBitDepth, "StencilBitDepth", int, 0);
RCONVAR(g_CV_ForceSwapEffectBlt, "ForceSwapEffectBlt", int, 0);
RCONVAR(g_CV_AntiAliasFSOverSample, "AntiAliasFSOverSample", int, 0);
RCONVAR(g_CV_ForceSWVertProcess, "ForceSWVertProcess", int, 0);
RCONVAR(g_CV_Dither, "Dither", int, 1);
RCONVAR(g_CV_S3TCEnable, "S3TCEnable", int, 1);
RCONVAR(g_CV_MaxTexAspectRatio, "MaxTexAspectRatio", int, 0);
RCONVAR(g_CV_32BitTextures, "32BitTextures", int, 1);
RCONVAR(g_CV_32BitLightmaps, "32BitLightMaps", int, 1);
RCONVAR(g_CV_MaxTextureSize, "MaxTextureSize", int, 16*1024);
RCONVAR(g_CV_Saturate, "Saturate", int, 0);
RCONVAR(g_CV_Bilinear, "Bilinear", int, 1);
RCONVAR(g_CV_2DBilinear, "2DBilinear", int, 1);
RCONVAR(g_CV_OptimizeSurfaces, "OptimizeSurfaces", int, 0);
RCONVAR(g_CV_CullWorldTree, "CullWorldTree", int, 0);
RCONVAR(g_CV_FarZ, "FarZ", float, 10000.0f);
RCONVAR(g_CV_PreventFrameBuffering, "PreventFrameBuffering", int, 1);
RCONVAR(g_CV_ShowFrameBufferingInfo, "ShowFrameBufferingInfo", int, 0);
RCONVAR(g_CV_MultiPassLightMatch, "MultiPassLightMatch", int, 0);         // use first renderpass dynamic light on all passes
RCONVAR(g_CV_Use0WeightsForDisable, "Use0WeightsForDisable", int, 0);

//------------------------------
// Gamma Control
RCONVAR(g_CV_GammaR, "GammaR", float, 1.0f);
RCONVAR(g_CV_GammaG, "GammaG", float, 1.0f);
RCONVAR(g_CV_GammaB, "GammaB", float, 1.0f);

//------------------------------
// Dynamic Lights
RCONVAR(g_CV_DynamicLight_TextureSize, "DynamicLight_TextureSize", int, 256);
RCONVAR(g_CV_DynamicLight_Backfacing, "DynamicLight_Backfacing", int, 1);
RCONVAR(g_CV_DynamicLight_Backfacing_Error, "DynamicLight_Backfacing_Error", float, 10.0f);
RCONVAR(g_CV_DynamicLight_Backfacing_ShowBackFaces, "DynamicLight_Backfacing_ShowBackFaces", int, 0);
RCONVAR(g_CV_LightAddPoly, "LightAddPoly", float, 1.0f);
RCONVAR(g_CV_DynamicLight, "DynamicLight", int, 1);
RCONVAR(g_CV_DynamicLightWorld, "DynamicLightWorld", int, 0);

//------------------------------
// Model Shadows
RCONVAR(g_CV_DrawCastShadowLights, "DrawCastShadowLights", int, 0);
RCONVAR(g_CV_MaxModelShadows, "MaxModelShadows", int, 1);
RCONVAR(g_CV_DrawAllModelShadows, "DrawAllModelShadows", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_Enable, "ModelShadow_Proj_Enable", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_MaxShadows, "ModelShadow_Proj_MaxShadows", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_TextureRes, "ModelShadow_Proj_TextureRes", int, 128);
RCONVAR(g_CV_ModelShadow_Proj_LOD, "ModelShadow_Proj_LOD", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_Tween, "ModelShadow_Proj_Tween", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_Perspective, "ModelShadow_Proj_Perspective", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_DrawLights, "ModelShadow_Proj_DrawLights", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_DrawShadowTex, "ModelShadow_Proj_DrawShadowTex", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_DrawProjPlane, "ModelShadow_Proj_DrawProjPlane", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_MinColorComponent, "ModelShadow_Proj_MinColorComponent", float, 40.0f);
RCONVAR(g_CV_ModelShadow_Proj_MaxProjDist, "ModelShadow_Proj_MaxProjDist", float, 200.0f);
RCONVAR(g_CV_ModelShadow_Proj_Alpha, "ModelShadow_Proj_Alpha", float, 1.0f);
RCONVAR(g_CV_ModelShadow_Proj_ProjAreaRadiusScale, "ModelShadow_Proj_ProjAreaRadiusScale", float, 1.1f);
RCONVAR(g_CV_ModelShadow_Proj_BackFaceCull, "ModelShadow_Proj_BackFaceCull", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_NumTextures, "ModelShadow_Proj_NumTextures", int, 2);
RCONVAR(g_CV_ModelShadow_Proj_TintFill, "ModelShadow_Proj_TintFill", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_BlurShadows, "ModelShadow_Proj_BlurShadows", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_BlurPixelSpacing, "ModelShadow_Proj_BlurPixelSpacing", float, 1.0f);
RCONVAR(g_CV_ModelShadow_Proj_MaxShadowsPerFrame, "ModelShadow_Proj_MaxShadowsPerFrame", int, -1);
RCONVAR(g_CV_ModelShadow_Proj_Fade, "ModelShadow_Proj_Fade", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_EnableBlurPS, "ModelShadow_Proj_EnableBlurPS", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_DimFadeOffsetScale, "ModelShadow_Proj_DimFadeOffsetScale", float, 0.5f);

//------------------------------
// Model Lighting
RCONVAR(g_CV_ModelSunVariance, "ModelSunVariance", float, 0.05f);
RCONVAR(g_CV_ModelApplySun, "ModelApplySun", int, 1);
RCONVAR(g_CV_ModelSaturation, "ModelSaturation", float, 1);
RCONVAR(g_CV_MaxModelLights, "MaxModelLights", int, 4);
RCONVAR(g_CV_LightModels, "LightModels", int, 1);
RCONVAR(g_CV_ModelApplyAmbient, "ModelApplyAmbient", int, 1);
RCONVAR(g_CV_ModelLightingSkipRootNode, "ModelLightingSkipRootNode", int, 0);

//------------------------------
// Model Render Controls
RCONVAR(g_CV_ModelLODOffset, "ModelLODOffset", int, 0);
RCONVAR(g_CV_TextureModels, "TextureModels", int, 1);
RCONVAR(g_CV_ZBiasModelRSPasses, "ZBiasModelRSPasses", int, 1);

//------------------------------
// Model Debug controls
RCONVAR(g_CV_ModelDebug_DrawBoxes, "ModelDebug_DrawBoxes", int, 0);
RCONVAR(g_CV_ModelDebug_DrawTouchingLights, "ModelDebug_DrawTouchingLights", int, 0);
RCONVAR(g_CV_ModelDebug_DrawSkeleton, "ModelDebug_DrawSkeleton", int, 0);
RCONVAR(g_CV_ModelDebug_DrawOBBS, "ModelDebug_DrawOBBS", int, 0);
RCONVAR(g_CV_ModelDebug_DrawVertexNormals, "ModelDebug_DrawVertexNormals", int, 0);

//------------------------------
// Primitive Control
RCONVAR(g_CV_DrawCanvases, "DrawCanvases", int, 1);
RCONVAR(g_CV_DrawModels, "DrawModels", int, 1);
RCONVAR(g_CV_DrawSolidModels, "DrawSolidModels", int, 1);
RCONVAR(g_CV_DrawTranslucentModels, "DrawTranslucentModels", int, 1);
RCONVAR(g_CV_DrawWorld, "DrawWorld", int, 1);
RCONVAR(g_CV_DrawSky, "DrawSky", int, 1);
RCONVAR(g_CV_DrawSprites, "DrawSprites", int, 1);
RCONVAR(g_CV_DrawPolyGrids, "DrawPolyGrids", int, 1);
RCONVAR(g_CV_DrawParticles, "DrawParticles", int, 1);
RCONVAR(g_CV_DrawVolumeEffects, "DrawVolumeEffects", int, 1);
RCONVAR(g_CV_DrawLineSystems, "DrawLineSystems", int, 1);
RCONVAR(g_CV_DrawWorldModels, "DrawWorldModels", int, 1);

//------------------------------
// Renderer Debugging
RCONVAR(g_CV_ShowMemStats_Render, "ShowMemStats_Render", int, 0);
RCONVAR(g_CV_RenderDebug, "RenderDebug", int, 0);
RCONVAR(g_CV_ShowPolyCounts, "ShowPolyCounts", int, 0);
RCONVAR(g_CV_ShowTextureCounts, "ShowTextureCounts", int, 0);
RCONVAR(g_CV_ShowTextureMemory, "ShowTextureMemory", int, 0);
RCONVAR(g_CV_Wireframe, "Wireframe", int, 0);
RCONVAR(g_CV_WireframeModels, "WireframeModels", int, 0);
RCONVAR(g_CV_LightMap, "LightMap", int, 1);
RCONVAR(g_CV_DrawFlat, "DrawFlat", int, 0);
RCONVAR(g_CV_LightmapsOnly, "LightmapsOnly", int, 0);
RCONVAR(g_CV_DrawSorted, "DrawSorted", int, 1);
RCONVAR(g_CV_ShowRenderedObjectCounts, "ShowRenderedObjectCounts", int, 0);
RCONVAR(g_CV_ShowCullCounts, "ShowCullCounts", int, 0);
RCONVAR(g_CV_ShowModelRenderInfo, "ShowModelRenderInfo", int, 0);


//------------------------------
// Sky Settings
RCONVAR(g_CV_SkyScale, "SkyScale", float, 1.0f);
RCONVAR(g_CV_AllSkyPortals, "AllSkyPortals", int, 0);
RCONVAR(g_CV_SkyFarZ, "SkyFarZ", float, 10000.0f);

//------------------------------
// PolyGrid Settings
RCONVAR(g_CV_EnvMapPolyGrids, "EnvMapPolyGrids", int, 1);
RCONVAR(g_CV_BumpMapPolyGrids, "BumpMapPolyGrids", int, 1);
RCONVAR(g_CV_FresnelPolyGrids, "FresnelPolyGrids", int, 1);
RCONVAR(g_CV_PolyGridBufferSize, "PolyGridBufferSize", int, 2048);

//------------------------------
// VolumeEffect Settings
RCONVAR(g_CV_DrawVolumeEffectVolumes, "DrawVolumeEffectVolumes", int, 0);


//------------------------------
// Sprite Settings
RCONVAR(g_CV_DynamicLightSprites, "DynamicLightSprites", int, 1);

//------------------------------
// Glow Settings
RCONVAR(g_CV_ScreenGlowEnable, "ScreenGlowEnable", int, 0);
RCONVAR(g_CV_ScreenGlowShowTexture, "ScreenGlowShowTexture", int, 0);
RCONVAR(g_CV_ScreenGlowShowTextureScale, "ScreenGlowShowTextureScale", float, 0.5f);
RCONVAR(g_CV_ScreenGlowTextureSize, "ScreenGlowTextureSize", int, 256);
RCONVAR(g_CV_ScreenGlowUVScale, "ScreenGlowUVScale", float, 0.75);
RCONVAR(g_CV_ScreenGlowFilterSize, "ScreenGlowFilterSize", int, 28);
RCONVAR(g_CV_ScreenGlowGaussAmp0, "ScreenGlowGaussAmp0", float, 0.06f);
RCONVAR(g_CV_ScreenGlowGaussRadius0, "ScreenGlowGaussRadius0", float, 0.18f);
RCONVAR(g_CV_ScreenGlowGaussAmp1, "ScreenGlowGaussAmp1", float, 0.11f);
RCONVAR(g_CV_ScreenGlowGaussRadius1, "ScreenGlowGaussRadius1", float, 4.5f);
RCONVAR(g_CV_ScreenGlowPixelShift, "ScreenGlowPixelShift", float, -0.1f);
RCONVAR(g_CV_ScreenGlowShowFilter, "ScreenGlowShowFilter", int, 0);
RCONVAR(g_CV_ScreenGlowShowFilterScale, "ScreenGlowShowFilterScale", float, 0.25f);
RCONVAR(g_CV_ScreenGlowShowFilterRange, "ScreenGlowShowFilterRange", float, 0.2f);
RCONVAR(g_CV_ScreenGlowFogEnable, "ScreenGlowFogEnable", int, 0);
RCONVAR(g_CV_ScreenGlowFogNearZ, "ScreenGlowFogNearZ", float, 0.0f);
RCONVAR(g_CV_ScreenGlowFogFarZ, "ScreenGlowFogFarZ", float, 2000.0f);
RCONVAR(g_CV_ScreenGlowEnablePS, "ScreenGlowEnablePS", int, 1);

//------------------------------
// Effect file settings
RCONVAR(g_CV_Effect_ForceSoftwareShaders, "Effect_ForceSoftwareShaders", int, 0);
RCONVAR(g_CV_Effect_DebugEffectIncludes, "Effect_DebugEffectIncludes", int, 0);

#endif
and her is some known weapon bute strings:

Code:
WeaponClass (BYTE)                      : Weapon type .. could be (0 = pistol, 1 = shotgun, 2 = sub machine gun,
                                          3 = rifle, 4 = sniper, 5 = machine gun, 6 = grenade, 7 = knife, 9 = explosive)
 
WeaponName (char[12])                   : the weapon name

PerturbMin (float)                      : minimum crosshair spread

PerturbMax (float)                      : maximum croshair spread

Range (float)                           : maximum weapon range

AmmoDamage (float)                      : average damage per bullet

LeftClickAttributes (char)              : fire mode.. could be (single fire = 1, repeat fire = 2, sharpnal fire = 4,
                                          delay fire = 8, alternate fire = 16)

RightClickAttributes (char)             : right click attributes.. could be (no mode = 1, zoom mode  = 2,
                                          3 repeat fire mode = 4, 2 repeat fire mode = 8, 1 repeat fire mode = 16
                                          double fire = 32, stap = 64)

ZoomAttributes (char)                   : zoom mode.. could be (no zoom = 1, full zoom = 2, half zoom = 4,
                                          half zoom no image = 8, repeat fire in zoom = 16)

ReloadAttributes (char)                 : reloading attributes.. could be (no repeat reload = 1, has pre reload = 2,
										  has post reload = 4, enable interrupt pre reload = 8, 
                                          enable interrupt post reload = 16, enable interrupt reload = 32,
                                          repeat reload = 64, 3 way reload = 128)

KnifeLeftClickAttributes (char)         : knife left click.. could be (knife normal attack = 1, knife enable combo attack = 2)

KnifeRightClickAttributes (char)        : knife right click.. could be (knife no right click action = 1, knife special attack = 2,
                                          knife critical mode = 4)

MoveSpeedPenalty (float)                : slow down when holding the weapon

ZoomInMoveSpeedPenalty (float)          : slow down when zooming

ReloadAnimRatio (float)                 : reloading speed

ChangeWeaponAnimRatio (float)           : change weapon speed
also those knife only stuff with prefix KnifeNormal for slash and KnifeBigshot for stap:

Code:
Range (float)                           : maximum knife range range

Angle (float)                           : maximum angle for knife

AniRate (float)                         : slashing speed

AmmoDamage (float)                      : damage
i hope you understood.
idk what is this but nvm thanks
Quote Originally Posted by mamo007 View Post
idk what is this but nvm thanks
because you just leech the codes and make a daily hack
Quote Originally Posted by Lightning View Post


because you just leech the codes and make a daily hack
i don`t like u u just want to (mt8az) after the last convu.. :P

---------- Post added at 02:44 AM ---------- Previous post was at 02:42 AM ----------

now i understand
Quote Originally Posted by P0w3r View Post
I swear have seen this before .... OverDrivejt had posted renderconsolevars.h : http://www.mpgh.net/forum/242-crossf...ch-engine.html
and i didnt knew it was posted before .. plus its a public file which doesnt belong to overdrivejt so what?

---------- Post added at 08:36 PM ---------- Previous post was at 08:29 PM ----------

Quote Originally Posted by vipk-2 View Post
I Need to Pm U giniyat101 has exceeded their stored private messages quota and cannot accept further messages until they clear some space.

Delete some Massages
emptied
y u no ask here?
Quote Originally Posted by giniyat101 View Post
hi all
i noticed alot of members asking for strings so i think i have to explain something

most strings are got from game bute files so they are mentioned in cshell as their values are read from bute files during loading process
such as ReloadAnimRatio, AmmoDamage etc

but these info which is not constants like (player position, name, anything related to esp) will NOT have strings as its values are filled from data the server sends

and about ptc, all its strings are probably from sdk file called renderconsolevars.h
here is the file , with working and patched console vars, just try them:

Code:
#ifndef __RENDERERCONSOLEVARS_H__
#define __RENDERERCONSOLEVARS_H__

//-------------------------------------
//Dependant headers
//-------------------------------------
#ifndef __D3D_CONVAR_H__
#	include "d3d_convar.h"
#endif


//-------------------------------------
//Utility macros
//-------------------------------------

//This macro is to control declaration vs. instantiation, in order to
//instantiate the console variables in a CPP file, simply declare
//INSTANTIATE_RENDERER_CONSOLE_VARS and they will be placed in there,
//otherwise they will simply be referenced. This prevents having to define
//console variables in multiple places.
#ifdef INSTANTIATE_RENDERER_CONSOLE_VARS
#	define RCONVAR(VarName, TextName, Type, Value)   ConVar < Type > VarName(TextName, Value)
#else
#	define RCONVAR(VarName, TextName, Type, Value)   extern ConVar < Type > VarName
#endif

//-------------------------------------
//Console Variables
//-------------------------------------


//------------------------------
// System controls
RCONVAR(g_CV_CacheTextures, "CacheTextures", int, 0);

//------------------------------
// Really Close settings
RCONVAR(g_CV_ModelNear, "reallyclose_near", float, 0.1f);
RCONVAR(g_CV_ModelFar, "reallyclose_far", float, 7.0f);
RCONVAR(g_CV_PVModelFOV, "PVModelFOV", float, 75.0f);
RCONVAR(g_CV_PVModelAspect, "PVModelAspect", float, 1.0f);
RCONVAR(g_CV_PVModelEnvmapVelocity, "PVModelEnvmapVelocity", float, 128.0f);
RCONVAR(g_CV_PVModelEnvmapScale, "PVModelEnvmapScale", float, 0.4f);
RCONVAR(g_CV_PVModelEnvMapCampRange, "PVModelEnvmapClampRange", float, 5.0f);
RCONVAR(g_CV_DrawGuns, "DrawGuns", int, 1);


//------------------------------
// Fog
RCONVAR(g_CV_TableFog, "TableFog", int, 1);
RCONVAR(g_CV_FogEnable, "FogEnable", int, 0);
RCONVAR(g_CV_FogColorR, "FogR", int, 255);
RCONVAR(g_CV_FogColorG, "FogG", int, 255);
RCONVAR(g_CV_FogColorB, "FogB", int, 255);
RCONVAR(g_CV_FogNearZ, "FogNearZ", float, 0.0f);
RCONVAR(g_CV_FogFarZ, "FogFarZ", float, 2000.0f);
RCONVAR(g_CV_SkyFogNearZ, "SkyFogNearZ", float, 0.0f);
RCONVAR(g_CV_SkyFogFarZ, "SkyFogFarZ", float, 2000.0f);

//------------------------------
// Detail Textures
RCONVAR(g_CV_DetailTextures, "DetailTextures", int, 1);
RCONVAR(g_CV_DetailTextureScale, "DetailTextureScale", float, 0.2f);
RCONVAR(g_CV_DetailTextureAdd, "DetailTextureAdd", int, 1);

//------------------------------
// Environment Maps
RCONVAR(g_CV_EnvMapAdd, "EnvMapAdd", int, 1);
RCONVAR(g_CV_EnvPanSpeed, "EnvPanSpeed", float, 0.0005f);
RCONVAR(g_CV_EnvScale, "EnvScale", float, 1.0f);
RCONVAR(g_CV_EnvMapEnable, "EnvMapEnable", int, 1);

//------------------------------
// Environment Bump Maps
RCONVAR(g_CV_EnvBumpMap, "EnvBumpMap", int, 1);
RCONVAR(g_CV_EnvBumpMapScale, "EnvBumpMapScale", float, 1.0f);
RCONVAR(g_CV_EnvBumpMapBumpScale, "EnvBumpMapBumpScale", float, 1.0f);


//------------------------------
// DOT3 world rendering 
RCONVAR(g_CV_DOT3BumpMap, "DOT3BumpMap", int, 1);
RCONVAR(g_CV_DOT3EnvBumpMap, "DOT3EnvBumpMap", int, 1);
RCONVAR(g_CV_DOT3Saturate, "DOT3Saturate", int, 0);


//------------------------------
// World Debugging
RCONVAR(g_CV_DrawWorldTree, "DrawWorldTree", int, 0);
RCONVAR(g_CV_DrawRenderBlocks, "DrawRenderBlocks", int, 0);
RCONVAR(g_CV_DebugRBTri, "DebugRBTri", int, 0);
RCONVAR(g_CV_DebugRBCur, "DebugRBCur", int, 0);
RCONVAR(g_CV_DebugRBAll, "DebugRBAll", int, 0);
RCONVAR(g_CV_DebugRBFrustum, "DebugRBFrustum", int, 0);
RCONVAR(g_CV_DebugRBNoOccluders, "DebugRBNoOccluders", int, 0);
RCONVAR(g_CV_DebugRBDrawOccluders, "DebugRBDrawOccluders", int, 0);
RCONVAR(g_CV_DebugRBSortOccluders, "DebugRBSortOccluders", int, 1);
RCONVAR(g_CV_DebugRBTime, "DebugRBTime", int, 0);
RCONVAR(g_CV_DebugRBDraw, "DebugRBDraw", int, 1);
RCONVAR(g_CV_DebugRBOldOccludeeShape, "DebugRBOldOccludeeShape", int, 0);
RCONVAR(g_CV_DebugRBFindSlivers, "DebugRBFindSlivers", int, 0);
//RCONVAR(g_CV_LockPVS, "LockPVS", int, 0);
RCONVAR(g_CV_DisableRenderObjectGroups, "DisableRenderObjectGroups", int, 0);

//------------------------------
// Renderer Settings
RCONVAR(g_CV_VSyncOnFlip, "VSyncOnFlip", int, 1);
RCONVAR(g_CV_MipMapBias, "MipMapBias", float, 0.0f);
RCONVAR(g_CV_Trilinear, "Trilinear", int, 0);
RCONVAR(g_CV_Anisotropic, "Anisotropic", int, 0);
RCONVAR(g_CV_2DAnisotropic, "2DAnisotropic", int, 0);
RCONVAR(g_CV_RefRast, "RefRast", int, 0);
RCONVAR(g_CV_BackBufferCount, "BackBufferCount", int, 2);
RCONVAR(g_CV_ZBitDepth, "ZBitDepth", int, 32);
RCONVAR(g_CV_StencilBitDepth, "StencilBitDepth", int, 0);
RCONVAR(g_CV_ForceSwapEffectBlt, "ForceSwapEffectBlt", int, 0);
RCONVAR(g_CV_AntiAliasFSOverSample, "AntiAliasFSOverSample", int, 0);
RCONVAR(g_CV_ForceSWVertProcess, "ForceSWVertProcess", int, 0);
RCONVAR(g_CV_Dither, "Dither", int, 1);
RCONVAR(g_CV_S3TCEnable, "S3TCEnable", int, 1);
RCONVAR(g_CV_MaxTexAspectRatio, "MaxTexAspectRatio", int, 0);
RCONVAR(g_CV_32BitTextures, "32BitTextures", int, 1);
RCONVAR(g_CV_32BitLightmaps, "32BitLightMaps", int, 1);
RCONVAR(g_CV_MaxTextureSize, "MaxTextureSize", int, 16*1024);
RCONVAR(g_CV_Saturate, "Saturate", int, 0);
RCONVAR(g_CV_Bilinear, "Bilinear", int, 1);
RCONVAR(g_CV_2DBilinear, "2DBilinear", int, 1);
RCONVAR(g_CV_OptimizeSurfaces, "OptimizeSurfaces", int, 0);
RCONVAR(g_CV_CullWorldTree, "CullWorldTree", int, 0);
RCONVAR(g_CV_FarZ, "FarZ", float, 10000.0f);
RCONVAR(g_CV_PreventFrameBuffering, "PreventFrameBuffering", int, 1);
RCONVAR(g_CV_ShowFrameBufferingInfo, "ShowFrameBufferingInfo", int, 0);
RCONVAR(g_CV_MultiPassLightMatch, "MultiPassLightMatch", int, 0);         // use first renderpass dynamic light on all passes
RCONVAR(g_CV_Use0WeightsForDisable, "Use0WeightsForDisable", int, 0);

//------------------------------
// Gamma Control
RCONVAR(g_CV_GammaR, "GammaR", float, 1.0f);
RCONVAR(g_CV_GammaG, "GammaG", float, 1.0f);
RCONVAR(g_CV_GammaB, "GammaB", float, 1.0f);

//------------------------------
// Dynamic Lights
RCONVAR(g_CV_DynamicLight_TextureSize, "DynamicLight_TextureSize", int, 256);
RCONVAR(g_CV_DynamicLight_Backfacing, "DynamicLight_Backfacing", int, 1);
RCONVAR(g_CV_DynamicLight_Backfacing_Error, "DynamicLight_Backfacing_Error", float, 10.0f);
RCONVAR(g_CV_DynamicLight_Backfacing_ShowBackFaces, "DynamicLight_Backfacing_ShowBackFaces", int, 0);
RCONVAR(g_CV_LightAddPoly, "LightAddPoly", float, 1.0f);
RCONVAR(g_CV_DynamicLight, "DynamicLight", int, 1);
RCONVAR(g_CV_DynamicLightWorld, "DynamicLightWorld", int, 0);

//------------------------------
// Model Shadows
RCONVAR(g_CV_DrawCastShadowLights, "DrawCastShadowLights", int, 0);
RCONVAR(g_CV_MaxModelShadows, "MaxModelShadows", int, 1);
RCONVAR(g_CV_DrawAllModelShadows, "DrawAllModelShadows", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_Enable, "ModelShadow_Proj_Enable", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_MaxShadows, "ModelShadow_Proj_MaxShadows", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_TextureRes, "ModelShadow_Proj_TextureRes", int, 128);
RCONVAR(g_CV_ModelShadow_Proj_LOD, "ModelShadow_Proj_LOD", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_Tween, "ModelShadow_Proj_Tween", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_Perspective, "ModelShadow_Proj_Perspective", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_DrawLights, "ModelShadow_Proj_DrawLights", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_DrawShadowTex, "ModelShadow_Proj_DrawShadowTex", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_DrawProjPlane, "ModelShadow_Proj_DrawProjPlane", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_MinColorComponent, "ModelShadow_Proj_MinColorComponent", float, 40.0f);
RCONVAR(g_CV_ModelShadow_Proj_MaxProjDist, "ModelShadow_Proj_MaxProjDist", float, 200.0f);
RCONVAR(g_CV_ModelShadow_Proj_Alpha, "ModelShadow_Proj_Alpha", float, 1.0f);
RCONVAR(g_CV_ModelShadow_Proj_ProjAreaRadiusScale, "ModelShadow_Proj_ProjAreaRadiusScale", float, 1.1f);
RCONVAR(g_CV_ModelShadow_Proj_BackFaceCull, "ModelShadow_Proj_BackFaceCull", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_NumTextures, "ModelShadow_Proj_NumTextures", int, 2);
RCONVAR(g_CV_ModelShadow_Proj_TintFill, "ModelShadow_Proj_TintFill", int, 0);
RCONVAR(g_CV_ModelShadow_Proj_BlurShadows, "ModelShadow_Proj_BlurShadows", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_BlurPixelSpacing, "ModelShadow_Proj_BlurPixelSpacing", float, 1.0f);
RCONVAR(g_CV_ModelShadow_Proj_MaxShadowsPerFrame, "ModelShadow_Proj_MaxShadowsPerFrame", int, -1);
RCONVAR(g_CV_ModelShadow_Proj_Fade, "ModelShadow_Proj_Fade", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_EnableBlurPS, "ModelShadow_Proj_EnableBlurPS", int, 1);
RCONVAR(g_CV_ModelShadow_Proj_DimFadeOffsetScale, "ModelShadow_Proj_DimFadeOffsetScale", float, 0.5f);

//------------------------------
// Model Lighting
RCONVAR(g_CV_ModelSunVariance, "ModelSunVariance", float, 0.05f);
RCONVAR(g_CV_ModelApplySun, "ModelApplySun", int, 1);
RCONVAR(g_CV_ModelSaturation, "ModelSaturation", float, 1);
RCONVAR(g_CV_MaxModelLights, "MaxModelLights", int, 4);
RCONVAR(g_CV_LightModels, "LightModels", int, 1);
RCONVAR(g_CV_ModelApplyAmbient, "ModelApplyAmbient", int, 1);
RCONVAR(g_CV_ModelLightingSkipRootNode, "ModelLightingSkipRootNode", int, 0);

//------------------------------
// Model Render Controls
RCONVAR(g_CV_ModelLODOffset, "ModelLODOffset", int, 0);
RCONVAR(g_CV_TextureModels, "TextureModels", int, 1);
RCONVAR(g_CV_ZBiasModelRSPasses, "ZBiasModelRSPasses", int, 1);

//------------------------------
// Model Debug controls
RCONVAR(g_CV_ModelDebug_DrawBoxes, "ModelDebug_DrawBoxes", int, 0);
RCONVAR(g_CV_ModelDebug_DrawTouchingLights, "ModelDebug_DrawTouchingLights", int, 0);
RCONVAR(g_CV_ModelDebug_DrawSkeleton, "ModelDebug_DrawSkeleton", int, 0);
RCONVAR(g_CV_ModelDebug_DrawOBBS, "ModelDebug_DrawOBBS", int, 0);
RCONVAR(g_CV_ModelDebug_DrawVertexNormals, "ModelDebug_DrawVertexNormals", int, 0);

//------------------------------
// Primitive Control
RCONVAR(g_CV_DrawCanvases, "DrawCanvases", int, 1);
RCONVAR(g_CV_DrawModels, "DrawModels", int, 1);
RCONVAR(g_CV_DrawSolidModels, "DrawSolidModels", int, 1);
RCONVAR(g_CV_DrawTranslucentModels, "DrawTranslucentModels", int, 1);
RCONVAR(g_CV_DrawWorld, "DrawWorld", int, 1);
RCONVAR(g_CV_DrawSky, "DrawSky", int, 1);
RCONVAR(g_CV_DrawSprites, "DrawSprites", int, 1);
RCONVAR(g_CV_DrawPolyGrids, "DrawPolyGrids", int, 1);
RCONVAR(g_CV_DrawParticles, "DrawParticles", int, 1);
RCONVAR(g_CV_DrawVolumeEffects, "DrawVolumeEffects", int, 1);
RCONVAR(g_CV_DrawLineSystems, "DrawLineSystems", int, 1);
RCONVAR(g_CV_DrawWorldModels, "DrawWorldModels", int, 1);

//------------------------------
// Renderer Debugging
RCONVAR(g_CV_ShowMemStats_Render, "ShowMemStats_Render", int, 0);
RCONVAR(g_CV_RenderDebug, "RenderDebug", int, 0);
RCONVAR(g_CV_ShowPolyCounts, "ShowPolyCounts", int, 0);
RCONVAR(g_CV_ShowTextureCounts, "ShowTextureCounts", int, 0);
RCONVAR(g_CV_ShowTextureMemory, "ShowTextureMemory", int, 0);
RCONVAR(g_CV_Wireframe, "Wireframe", int, 0);
RCONVAR(g_CV_WireframeModels, "WireframeModels", int, 0);
RCONVAR(g_CV_LightMap, "LightMap", int, 1);
RCONVAR(g_CV_DrawFlat, "DrawFlat", int, 0);
RCONVAR(g_CV_LightmapsOnly, "LightmapsOnly", int, 0);
RCONVAR(g_CV_DrawSorted, "DrawSorted", int, 1);
RCONVAR(g_CV_ShowRenderedObjectCounts, "ShowRenderedObjectCounts", int, 0);
RCONVAR(g_CV_ShowCullCounts, "ShowCullCounts", int, 0);
RCONVAR(g_CV_ShowModelRenderInfo, "ShowModelRenderInfo", int, 0);


//------------------------------
// Sky Settings
RCONVAR(g_CV_SkyScale, "SkyScale", float, 1.0f);
RCONVAR(g_CV_AllSkyPortals, "AllSkyPortals", int, 0);
RCONVAR(g_CV_SkyFarZ, "SkyFarZ", float, 10000.0f);

//------------------------------
// PolyGrid Settings
RCONVAR(g_CV_EnvMapPolyGrids, "EnvMapPolyGrids", int, 1);
RCONVAR(g_CV_BumpMapPolyGrids, "BumpMapPolyGrids", int, 1);
RCONVAR(g_CV_FresnelPolyGrids, "FresnelPolyGrids", int, 1);
RCONVAR(g_CV_PolyGridBufferSize, "PolyGridBufferSize", int, 2048);

//------------------------------
// VolumeEffect Settings
RCONVAR(g_CV_DrawVolumeEffectVolumes, "DrawVolumeEffectVolumes", int, 0);


//------------------------------
// Sprite Settings
RCONVAR(g_CV_DynamicLightSprites, "DynamicLightSprites", int, 1);

//------------------------------
// Glow Settings
RCONVAR(g_CV_ScreenGlowEnable, "ScreenGlowEnable", int, 0);
RCONVAR(g_CV_ScreenGlowShowTexture, "ScreenGlowShowTexture", int, 0);
RCONVAR(g_CV_ScreenGlowShowTextureScale, "ScreenGlowShowTextureScale", float, 0.5f);
RCONVAR(g_CV_ScreenGlowTextureSize, "ScreenGlowTextureSize", int, 256);
RCONVAR(g_CV_ScreenGlowUVScale, "ScreenGlowUVScale", float, 0.75);
RCONVAR(g_CV_ScreenGlowFilterSize, "ScreenGlowFilterSize", int, 28);
RCONVAR(g_CV_ScreenGlowGaussAmp0, "ScreenGlowGaussAmp0", float, 0.06f);
RCONVAR(g_CV_ScreenGlowGaussRadius0, "ScreenGlowGaussRadius0", float, 0.18f);
RCONVAR(g_CV_ScreenGlowGaussAmp1, "ScreenGlowGaussAmp1", float, 0.11f);
RCONVAR(g_CV_ScreenGlowGaussRadius1, "ScreenGlowGaussRadius1", float, 4.5f);
RCONVAR(g_CV_ScreenGlowPixelShift, "ScreenGlowPixelShift", float, -0.1f);
RCONVAR(g_CV_ScreenGlowShowFilter, "ScreenGlowShowFilter", int, 0);
RCONVAR(g_CV_ScreenGlowShowFilterScale, "ScreenGlowShowFilterScale", float, 0.25f);
RCONVAR(g_CV_ScreenGlowShowFilterRange, "ScreenGlowShowFilterRange", float, 0.2f);
RCONVAR(g_CV_ScreenGlowFogEnable, "ScreenGlowFogEnable", int, 0);
RCONVAR(g_CV_ScreenGlowFogNearZ, "ScreenGlowFogNearZ", float, 0.0f);
RCONVAR(g_CV_ScreenGlowFogFarZ, "ScreenGlowFogFarZ", float, 2000.0f);
RCONVAR(g_CV_ScreenGlowEnablePS, "ScreenGlowEnablePS", int, 1);

//------------------------------
// Effect file settings
RCONVAR(g_CV_Effect_ForceSoftwareShaders, "Effect_ForceSoftwareShaders", int, 0);
RCONVAR(g_CV_Effect_DebugEffectIncludes, "Effect_DebugEffectIncludes", int, 0);

#endif
and her is some known weapon bute strings:

Code:
WeaponClass (BYTE)                      : Weapon type .. could be (0 = pistol, 1 = shotgun, 2 = sub machine gun,
                                          3 = rifle, 4 = sniper, 5 = machine gun, 6 = grenade, 7 = knife, 9 = explosive)
 
WeaponName (char[12])                   : the weapon name

PerturbMin (float)                      : minimum crosshair spread

PerturbMax (float)                      : maximum croshair spread

Range (float)                           : maximum weapon range

AmmoDamage (float)                      : average damage per bullet

LeftClickAttributes (char)              : fire mode.. could be (single fire = 1, repeat fire = 2, sharpnal fire = 4,
                                          delay fire = 8, alternate fire = 16)

RightClickAttributes (char)             : right click attributes.. could be (no mode = 1, zoom mode  = 2,
                                          3 repeat fire mode = 4, 2 repeat fire mode = 8, 1 repeat fire mode = 16
                                          double fire = 32, stap = 64)

ZoomAttributes (char)                   : zoom mode.. could be (no zoom = 1, full zoom = 2, half zoom = 4,
                                          half zoom no image = 8, repeat fire in zoom = 16)

ReloadAttributes (char)                 : reloading attributes.. could be (no repeat reload = 1, has pre reload = 2,
										  has post reload = 4, enable interrupt pre reload = 8, 
                                          enable interrupt post reload = 16, enable interrupt reload = 32,
                                          repeat reload = 64, 3 way reload = 128)

KnifeLeftClickAttributes (char)         : knife left click.. could be (knife normal attack = 1, knife enable combo attack = 2)

KnifeRightClickAttributes (char)        : knife right click.. could be (knife no right click action = 1, knife special attack = 2,
                                          knife critical mode = 4)

MoveSpeedPenalty (float)                : slow down when holding the weapon

ZoomInMoveSpeedPenalty (float)          : slow down when zooming

ReloadAnimRatio (float)                 : reloading speed

ChangeWeaponAnimRatio (float)           : change weapon speed
also those knife only stuff with prefix KnifeNormal for slash and KnifeBigshot for stap:

Code:
Range (float)                           : maximum knife range range

Angle (float)                           : maximum angle for knife

AniRate (float)                         : slashing speed

AmmoDamage (float)                      : damage
i hope you understood.
I Need to Pm U giniyat101 has exceeded their stored private messages quota and cannot accept further messages until they clear some space.

Delete some Massages
Good job يـا معفـن
Love this! I wonder why your threads are no stickied.. they are all userful
I loved the model debug commands
Haha gonna try those PTC "like"
Good job
Very nice done!
(For the people who understand this)
Posts 1–15 of 26 · Page 1 of 2

Post a Reply

Similar Threads

Tags for this Thread

None

Talk with us