**This article is a work in progress.**
======Prey======
=====Builds=====
====Prey v0.95====
**Timestamp**: 447CFC05 (Wed May 31 02:14:29 2006) \\
**g_version**: Prey 1.0.95-release win-x86 May 30 2006 20:58:10 \\
**Console**: Prey 0.2.95 May 30 2006 21:14:05
====Prey v0.99====
**Timestamp**: 44851779 (Tue Jun 06 05:49:45 2006)\\
**g_version**: Prey 0.2.99 win-x86 Jun 6 2006 00:49:30 \\
**Console**: Prey 0.2.99 Jun 6 2006 00:49:30
====Prey v1.0====
**Timestamp**: 448A5C3A (Sat Jun 10 05:44:26 2006) \\
**g_version**: Prey 1.0.103-release win-x86 Jun 10 00:41:22 \\
**Console**: Prey 1.0.103 Jun 10 2006 00:44:11
====Prey v1.1====
**Timestamp**: 44E22501 (Tue Aug 15 19:48:17 2006) \\
**g_version**: Prey 1.1.111-release win-x86 Aug 15 2006 14:45:11 \\
**Console**: Prey 1.1.111 Aug 15 2006 14:48:02
====Prey v1.2====
**Timestamp**: 450F158D (Mon Sep 18 21:54:21 2006) \\
**g_version**: Prey 1.0.116-release win-x86 Sep 18 2006 16:51:12 \\
**Console**: Prey 1.2.116 Sep 18 2006 16:54:05
====Prey v1.3====
**Timestamp**: 45A6AA1A (Thu Jan 11 21:20:26 2007) \\
**g_version**: Prey 1.0.116-release win-x86 Sep 18 2006 16:51:12 \\
**Console**: Prey 1.3.117 Jan 11 2007 15:20:10
====Prey v1.4====
**Timestamp**: 47437C7A (Wed Nov 21 00:31:54 2007) \\
**g_version**: Prey 1.0.117-release win-x86 Sep 20 2007 10:59:54 \\
**Console**: Prey 1.4.119 Nov 20 2007 18:31:35
\\
\\
**TO DO**
* Check release(s) on Xbox 360.
* Prey: Evil for Zeebo. Digital only.
\\
\\
=====Console=====
For a full list of debug commands see the [[https://tgear99.info/doku.php?id=databases:humanheadstudios:prey#list_of_console_commands|full console command list below.]]
{{developers:human_head_studios:prey:prey:prey_2020-01-11_21-31-34-30.png?436}}
====Enabling the console====
seta com_allowConsole "1"
By default the console is accessed by pressing **ALT+CTRL+TILDE**, this will change it to just the **tilde** key.
\\
====No clip====
{{developers:human_head_studios:prey:prey:prey_2020-01-11_22-29-42-28.png?436}}
noclip 1
0/1 = on/off
bind "F3" "noclip"
No clip can also be by bound to a key in **preyconfig.cfg**.
\\
====Third person view====
{{developers:human_head_studios:prey:prey:prey_2020-01-11_21-43-49-31.png?436}}
pm_thirdperson 1
0/1 = on/off
bind "F1" "pm_thirdperson 0"
bind "F2" "pm_thirdperson 1"
Third person view can also be by bound to keys in **preyconfig.cfg**.
||**console command** ||comment ||
||pm_thirdPersonRange ||camera distance from player in 3rd person ||
||pm_thirdPersonHeight ||height of camera from normal view height in 3rd person ||
||pm_thirdPersonAngle ||direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front ||
||pm_thirdPersonClip ||clip third person view into world space. ||
||pm_thirdPersonDeath ||enables third person view when player dies ||
||pm_thirdPersonDeathMP ||enables third person view when player dies in mp ||
Additional configuration options for third person view.
\\
\\
=====Debug=====
====Debugger====
{{developers:human_head_studios:prey:prey:prey_2020-01-11_22-04-53-67.png?436}}
g_debugger
In-game debugger (1=on, 2=interactive), eg.: **g_debugger 2**
\\
\\
=====Editors=====
Launch editors in windowed mode.
====Articulated Figure Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_22_55_20-prey.png?436}}
editAFs
\\
====GUI Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_23_33_31-prey_gui_editor.png?436}}
editGUIs
//Identifies as v0.15 like the one used in Doom v1.3.1.1304.//
\\
====Level Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_22_44_43-1.png?436}}
editor
//PREDITOR 1.0 build 199//
\\
====Light Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_23_13_36-1.png?436}}
editLights
\\
====Material Editor====
{{developers:human_head_studios:prey:prey:2020-01-12_20_01_14-material_editor.png?436}}
materialeditor
\\
====Sound Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_23_09_11-1.png?436}}
editSounds
\\
====Particle Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_23_17_38-1.png?436}}
editParticles
\\
====Script Editor====
{{developers:human_head_studios:prey:prey:2020-01-11_23_39_34-prey.png?436}}
editScripts
\\
====Declaration Editor====
{{developers:human_head_studios:prey:prey:2020-01-19_23_22_30-prey.png?208}}
editDecls
\\
====PDA Editor====
{{developers:human_head_studios:prey:prey:2020-01-19_23_22_58-prey.png?208}}
editPDAs
**TO DO**
*ID Tech 4 tools.
\\
\\
=====Gameplay=====
**TO DO**
* Player commands (spawns/cheats)
\\
\\
=====Levels=====
====Loading====
{{developers:human_head_studios:prey:prey:2020-01-19_23_24_22-prey.png?436}}
map
Usage: **map game/mapname** \\
Loads a map.
devmap
Usage: **devmap game/mapname** \\
Loads a map in developer mode.
testmap
Usage: **testmap game/mapname** \\
Tests a map.
\\
====List====
**Singleplayer**
||**mapname** ||earliest ||
||biolabsa ||0.2.99 ||
||biolabsb ||0.2.99 ||
||deathwalk1 ||0.2.95 ||
||deathwalk2 ||0.2.99 ||
||deathwalk3 ||0.2.99 ||
||feedingtowera ||0.2.95 ||
||feedingtowerb ||0.2.95 ||
||feedingtowerc ||0.2.95 ||
||feedingtowerd ||0.2.99 ||
||girlfriendx ||0.2.99 ||
||harvestera ||0.2.99 ||
||harvesterb ||0.2.99 ||
||keeperfortress ||0.2.99 ||
||lotaa ||0.2.95 ||
||lotab ||0.2.99 ||
||lotad ||0.2.99 ||
||roadhouse ||0.2.95 ||
||salvage ||0.2.99 ||
||salvageboss ||0.2.99 ||
||shuttlea ||0.2.99 ||
||shuttleb ||0.2.99 ||
||spherebrain ||0.2.99 ||
||spindlea ||0.2.99 ||
||spindleb ||0.2.99 ||
||superportal ||0.2.99 ||
**Multiplayer**
||**mapname** ||earliest ||
||dmescher ||0.2.95 ||
||dmescher2 ||0.2.99 ||
||dmgravitylab_6 ||1.0.103 ||
||dmplanes_4 ||1.0.103 ||
||dmroadhouse ||0.2.99 ||
||dmsalvagewalk ||0.2.95 ||
||dmshuttle1 ||0.2.99 ||
||dmshuttle2 ||0.2.99 ||
||dmsphere ||0.2.99 ||
||dmtopillogical_4 ||1.0.103 ||
||dmtunnelrat_8 ||1.0.103 ||
||dmwallwalk2 ||0.2.99 ||
\\
====Tests====
Several tests and test maps are listed in **def/maps.def**.
}
mapDef mlong/forcefield {
"snd_loadmusic" "mapload_roadhouse"
"disableWeapons" "all"
}
mapDef paul/test_cinematic {
"snd_loadmusic" "mapload_roadhouse"
"disableWeapons" "all"
}
mapDef mlong/toroadhouse {
"playerHealth" "50"
}
mapDef mlong/toroadhouseb {
"playerHealth" "100"
"storePlayerHealth" "1"
}
mapDef paul/simple {
"name" "Simple Test"
"devname" "simple"
"deathwalkmap" "None"
"singleplayer" "1"
"size0" "55718518"
"size1" "69681808"
"size2" "69681808"
"size3" "154372907"
// "disableWeapons" "all"
"snd_loadmusic" "mapload_default"
}
mapDef training/testertraining {
"name" "Prey Training"
"deathwalkmap" "maps/game/deathwalk1"
"singleplayer" "1"
"playerHealth" "50"
}
\\
====Unidentified====
{{developers:human_head_studios:prey:prey:prey_2020-01-11_23-06-01-60.png?436}}
A small unused sector is out of bounds on several maps. To view the sector on the first level, roadhouse, use:
setviewpos 8976.25 -511.43 68.25 359.8
\\
\\
=====Media=====
====Concept Art====
;#;
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.914x1440.2007-01-07.51.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.705x1026.2005-05-22.9.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.756x1203.2007-01-13.65.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.594x1580.2007-01-20.180.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1217x2160.2005-05-22.5.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.2099x2132.2005-05-22.8.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1600x1200.2005-05-22.3.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.950x950.2007-01-20.184.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1024x768.2007-01-20.178.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1600x1200.2006-04-24.33.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1600x1200.2006-04-24.34.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1024x791.2007-01-20.182.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1550x2160.2005-05-22.1.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.1024x1024.2007-01-20.181.jpg?92x134}}
{{developers:human_head_studios:prey:prey:artwork.prey-i-2006.899x504.2007-01-20.189.jpg?92x134}}
;#;
\\
===The Art of Prey==
Bundled with the collector's edition of the game.
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_2.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_3.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_4.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_5.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_6.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_7.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_8.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_9.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_10.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_11.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_12.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_13.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_14.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_15.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_16.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_17.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_18.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_19.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_20.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_21.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_22.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_23.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_24.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_25.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_26.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_27.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_28.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_29.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_30.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_31.png?208}}
{{developers:human_head_studios:prey:prey:prey_limited_collector_s_edition_2006_human_head_studios_inc._the_art_of_prey_32.png?208}}
https://archive.org/details/PreyLimitedCollectorsEdition2006HumanHeadStudiosInc.BoxArt
\\
\\
=====Multiplayer=====
**TO DO**
* Client and server commands.
\\
\\
=====Pre-release content=====
Leftovers from E3 can be found in all known versions of the game. The following content is from Prey v1.4.119.
====Commands====
{{developers:human_head_studios:prey:prey:2020-01-12_19_52_20-prey.png?436}}
||**console command** ||comment ||
||displayE3Loading ||display demo loading banner ||
||resetE3Demos ||reset e3 demo sequence ||
||e3_demoIndex || ||
||e3_demoshotrelease || ||
||e3_demofadeoutrate || ||
||e3_demofadeinrate || ||
\\
====Configs====
// Set for demo playback
set e3_demofadeoutrate 0.005
set e3_demofadeinrate 0.005
displayE3Loading
set con_noprint 1
set com_preloaddemos 0
set com_hideleveltransitions 1
set e3_demomode 1
set e3_demoshotrelease 0
bind f8 "toggle e3_demoshotrelease" // This must be bound to a function key or it gets inhibited
resetE3Demos
// Precache resources (These must not exceed 64k each)
// Generate these with the "writePrecache" command. Split up after-the-fact.
exec demos/e3precache1.cfg
exec demos/e3precache2.cfg
exec demos/e3precache3.cfg
// Queue up our demos
set e3_numdemos 16
set e3_demo0 shot_hh
set e3_demo1 1_roadhouse
set e3_demo2 2_ftc_fodder
set e3_demo3 3_ftc_hunter
set e3_demo4 4_ftc_kids
set e3_demo5 5_ftc_combat_deathwalk
set e3_demo6 6_ftc_combat_more
set e3_demo7 7_ftc_airplane
set e3_demo8 8_spindlea
set e3_demo9 9_lotaa
set e3_demo10 10_biolabs
set e3_demo11 11_harv_harvesters
set e3_demo12 12_harv_gravity
set e3_demo13 13_harv_spincube
set e3_demo14 14_superportal_combat
set e3_demo15 15_salvageboss
// Start playback sequence
playdemo $e3_demo0
\\
====Misc====
**def/obsolete.def**
\\
====Models====
**models/monsters/hunter/anim/e3_lookdown.md5anim**
\\
====Sounds====
**sound/e3_demo**
| {{developers:human_head_studios:prey:prey:grandfatherintro_new_pt1.ogg}} \\ grandfatherintro_new_pt1.ogg|
| {{developers:human_head_studios:prey:prey:grandfatherintro_new_pt2.ogg}} \\ grandfatherintro_new_pt2.ogg|
| {{developers:human_head_studios:prey:prey:rumble2.ogg}} \\ rumble2.ogg|
**sound/e3_demo.sndshd**
e3_loadmenu
sound/e3_demo/loadmenu.ogg
e3_grandfather_intro
sound/E3_demo/GrandfatherIntro.wav
sound/E3_demo/GrandfatherIntro_new.wav
e3_grandfather_intro_pt1.
sound/E3_demo/GrandfatherIntro_new_pt1.wav
e3_grandfather_intro_pt2.
sound/E3_demo/GrandfatherIntro_new_pt2.wav
e3_fta_music_intro
sound/e3_demo/feeding_tower_a_intro_music.ogg
e3_grandfather_LOTA1a
sound/E3_demo/Grandfather_LOTA1a.wav
e3_grandfather_LOTA1b
sound/E3_demo/Grandfather_LOTA1b.wav
e3_grandfather_LOTA2a
sound/E3_demo/Grandfather_LOTA2a.wav
e3_grandfather_LOTA2b
sound/E3_demo/Grandfather_LOTA2b.wav
e3_rumble
sound/e3_demo/rumble.wav
e3_outro
sound/e3_demo/outro.wav
\\
\\
=====Pre-release versions=====
====Version 1====
The first screenshots of the game have a different HUD.
;#;
{{developers:human_head_studios:prey:prey:prey10_1.jpg?166x280}}
{{developers:human_head_studios:prey:prey:e305preyvideo.avi_snapshot_01.23_1.png?166x280}}
{{developers:human_head_studios:prey:prey:prey10_2.jpg?240x280}}
{{developers:human_head_studios:prey:prey:e305preyvideo.avi_snapshot_01.23_2.png?166x280}}
;#;
{{developers:human_head_studios:prey:prey:prey06.jpg?208}}
{{developers:human_head_studios:prey:prey:prey07.jpg?208}}
{{developers:human_head_studios:prey:prey:prey09.jpg?208}}
{{developers:human_head_studios:prey:prey:prey10.jpg?208}}
{{developers:human_head_studios:prey:prey:prey12.jpg?208}}
{{developers:human_head_studios:prey:prey:prey13.jpg?208}}
\\
====Version 2====
===Videos===
**2005-06-03**
{{youtube>BHs5yEHOPmw?436}}
Download original video: https://drive.google.com/open?id=1UR5VncSxOYJUMxJBBCLpJVsrg3ibmqoN
\\
{{developers:human_head_studios:prey:prey:e305preyvideo.avi_snapshot_01.23.png?410}}
The assault rifle is different.
;;#
credit: **optimuswhat**
;;#
\\
====Version 3+====
===Videos===
**2005-08-03**
{{youtube>zKRGQIFW1PQ?436}}
Download original video: https://drive.google.com/open?id=1viQpBoAgRw-tvfs4XyROCPx6_oZF-M-4
\\
**2005-08-12**
{{developers:human_head_studios:prey:prey:prey_teaser_640x480.mp4?426}}
Download original video: https://drive.google.com/open?id=1Yq6oGIxeeqVUOzDE8QcKM72-sj8FMa5f
\\
**TO DO**
* Research pre-release media.
\\
\\
=====Sounds=====
**sound/ryanred/temp**
| {{developers:human_head_studios:prey:prey:fta_tom_youok.ogg}} \\ fta_tom_youok.ogg|
**sound/test**
| {{developers:human_head_studios:prey:prey:test.ogg}} \\ test.ogg|
\\
\\
=====Tools=====
====takeViewNotes====
{{developers:human_head_studios:prey:prey:prey_2020-01-19_22-17-24-67.png?436}}
takeViewNotes
//take notes about the current map from the current view//
\\
====takeViewNotes2====
{{developers:human_head_studios:prey:prey:prey_2020-01-19_22-19-17-05.png?436}}
takeViewNotes2
//takeViewNotes2.gui is not present in any known build.//
\\
====Test GUI====
{{developers:human_head_studios:prey:prey:2020-01-12_21_40_26-prey.png?436}}
testgui
Usage: **testgui guiname.extension**
alarm.gui
bsod.gui
chat.gui
credits.gui
cursor.gui
debugger.gui
dialog_elhuit.gui
dirlist.txt
elevator.gui
elevator2FloorScript.gui
elevatorcall.gui
eyestalk.gui
forcefield.gui
forcefield_beams.gui
forcefield_off.gui
forcefield_offdim.gui
forcefield_on.gui
generictranslatable.gui
generic_1.gui
generic_2.gui
generic_3.gui
generic_unlock_1.gui
gravity.gui
help.gui
hud.gui
hunterhand.gui
intro.gui
itemcabinet.gui
keycode.gui
keyenter.gui
mainmenu.gui
mphud.gui
mpmain.gui
mpmsgmode.gui
msg.gui
netmenu.gui
nia_trans_d.gui
nodraw_script1.gui
noninteract_a.gui
noninteract_art_bell.gui
noninteract_autopsyscan.gui
noninteract_b.gui
noninteract_bless_mother.gui
noninteract_c.gui
noninteract_caution_mother_grows.gui
noninteract_d.gui
noninteract_e.gui
noninteract_earthmoonscan.gui
noninteract_earthpopscan.gui
noninteract_earthscan.gui
noninteract_f.gui
noninteract_feedmother.gui
noninteract_fighterplanescan.gui
noninteract_gulfcoastscan.gui
noninteract_hunters_report.gui
noninteract_lascan.gui
noninteract_meter.gui
noninteract_mother_encroaches.gui
noninteract_newyorkscan.gui
noninteract_prey_is_protein.gui
noninteract_protein_isfor_mother.gui
noninteract_scanner.gui
noninteract_slabshot.gui
noninteract_westcoastscan.gui
off1.gui
portal_control.gui
profiler.gui
restart.gui
roadhouse
save.gui
scoreboard.gui
spectate.gui
static.gui
static_2.gui
static_transparent.gui
subtitles.gui
takeNotes.gui
wallwalk.gui
biolabs\droid_recharge.gui
biolabs\hideranalyze.gui
biolabs\hideranalyze2.gui
biolabs\jennyscan1.gui
biolabs\jennyscan2.gui
biolabs\mutate1.gui
hud\hud_ammobars.guifragment
hud\hud_damageindictor.guifragment
hud\hud_devtools.guifragment
hud\hud_healthbars.guifragment
hud\hud_itempickups.guifragment
hud\hud_lighter.guifragment
hud\hud_mpmisc.guifragment
hud\hud_mpreadytip.guifragment
hud\hud_mpvotetips.guifragment
hud\hud_mpweaponswitch.guifragment
hud\hud_playeridentity.guifragment
hud\hud_progressbar.guifragment
hud\hud_shuttletips.guifragment
hud\hud_subtitles.guifragment
hud\hud_textdebug.guifragment
hud\hud_tips.guifragment
hud\hud_weaponswitchicons.guifragment
keeperfortress\generator.gui
keeperfortress\lota1.gui
keeperfortress\lota2.gui
keeperfortress\lota3.gui
mainmenu\mainmenu_creditcontent.guifragment
mainmenu\mainmenu_creditdefines.guifragment
mainmenu\mainmenu_credits.guifragment
mainmenu\mainmenu_exit.guifragment
mainmenu\mainmenu_loadgame.guifragment
mainmenu\mainmenu_mods.guifragment
mainmenu\mainmenu_multiplayer.guifragment
mainmenu\mainmenu_newgame.guifragment
mainmenu\mainmenu_options.guifragment
mainmenu\mainmenu_overlays.guifragment
mainmenu\mainmenu_quitgame.guifragment
mainmenu\mainmenu_savegame.guifragment
mainmenu\menucolors.guifragment
map\loading.gui
roadhouse\arcade_teaser.gui
roadhouse\blackjack.gui
roadhouse\blackjack_teaser.gui
roadhouse\clock.gui
roadhouse\jukebox.gui
roadhouse\jukeboxouter.gui
roadhouse\pacman.gui
roadhouse\poker.gui
roadhouse\poker_teaser.gui
roadhouse\slots.gui
roadhouse\slots_teaser.gui
roadhouse\tv.gui
vehicles\railhud.gui
vehicles\shuttle1.gui
vehicles\shuttlehud.gui
weapons\auto_cannon.gui
weapons\hider.gui
weapons\sniperoverlay.gui
weapons\soulstripper.gui
\\
\\
=====List of console commands=====
====gamex86.dll====
||offset ||**command** ||comment ||
||0031DC14 ||no_kill_monsters || ||
||0031DC28 ||damage_instantdeath || ||
||0031DC48 ||playTime ||prints current playtime ||
||0031DC6C ||testid ||output the string for the specified id ||
||0031DC9C ||nextGUI ||teleport the player to the next func_static with a gui ||
||0031DCDC ||serverNextMap ||change to the next map ||
||0031DD04 ||serverForceReady ||force all players ready ||
||0031DD30 ||serverMapRestart ||restart the current game ||
||0031DD60 ||clientVoiceChatTeam ||team voice chats: clientVoiceChat ||
||0031DDA8 ||clientVoiceChat ||voice chats: clientVoiceChat ||
||0031DDE4 ||clientMessageMode ||ingame gui message mode ||
||0031DE10 ||clientDropWeapon ||drop current weapon ||
||0031DE38 ||eraseViewNote ||erase the currently displayed note ||
||0031DE6C ||exportmodels ||exports models ||
||0031DE8C ||closeViewNotes ||close the view showing any notes for this map ||
||0031DECC ||showViewNotes ||show any view notes for the current map, successive calls will cycle to the next note ||
||0031DF38 ||recordViewNotes ||record the current view position with notes ||
||0031DF74 ||disasmScript ||disassembles script ||
||0031DF98 ||gameError ||causes a game error ||
||0031DFB8 ||clearLights ||clears all lights ||
||0031DFD8 ||saveParticles || ||
||0031DFE8 ||saveLights ||saves all lights to the .map file ||
||0031E018 ||unbindRagdoll ||unbinds the selected ragdoll ||
||0031E048 ||bindRagdoll ||binds ragdoll at the current drag position ||
||0031E080 ||saveRagdolls ||save all ragdoll poses to the .map file ||
||0031E0B8 ||saveMoveables ||save all moveables to the .map file ||
||0031E0EC ||deleteSelected ||deletes selected entity ||
||0031E114 ||saveSelected ||saves the selected entity to the .map file ||
||0031E150 ||weaponSplat ||projects a blood splat on the player weapon ||
||0031E188 ||testDamage ||tests a damage def ||
||0031E1A8 ||aasStats ||shows AAS stats ||
||0031E1C4 ||listAnims ||lists all animations ||
||0031E1E8 ||reloadanims ||reloads animations ||
||0031E208 ||reexportmodels ||reexports models ||
||0031E22C ||collisionModelInfo ||shows collision model info ||
||0031E25C ||listCollisionModels ||lists collision models ||
||0031E288 ||script ||executes a line of script ||
||0031E2AC ||reloadScript ||reloads scripts ||
||0031E2CC ||testBlend ||tests animation blending ||
||0031E2F4 ||prevFrame ||shows previous animation frame on test model ||
||0031E330 ||nextFrame ||shows next animation frame on test model ||
||0031E368 ||prevAnim ||shows previous animation on test model ||
||0031E39C ||nextAnim ||shows next animation on test model ||
||0031E3CC ||testParticleStopTime ||tests particle stop time on a test model ||
||0031E410 ||testAnim ||tests an animation ||
||0031E430 ||keepTestModel ||keeps the last test model in the game ||
||0031E468 ||testShaderParm ||sets a shaderParm on an existing testModel ||
||0031E4A4 ||testSkin ||tests a skin on an existing testModel ||
||0031E4D8 ||testModel ||tests a model ||
||0031E4F4 ||testSave ||writes out a test savegame ||
||0031E51C ||testDeath ||tests death ||
||0031E534 ||popLight ||removes the last created light ||
||0031E560 ||testPointLight ||tests a point light ||
||0031E584 ||testLight ||tests a light ||
||0031E5A0 ||testBoneFx ||tests an FX system bound to a joint ||
||0031E5D0 ||testFx ||tests an FX system ||
||0031E610 ||listLines ||lists all debug lines ||
||0031E634 ||blinkline ||blinks a debug line ||
||0031E654 ||removeline ||removes a debug line ||
||0031E68C ||addline ||adds a debug line ||
||0031E6A8 ||killRagdolls ||removes all ragdolls ||
||0031A6E8 ||killMoveables ||removes all moveables ||
||0031E6F8 ||killMonsters ||removes all monsters ||
||0031E73C ||spawnArtificialPlayer ||spawns an artificial player entity ||
||0031E778 ||spawn ||spawns a game entity ||
||0031E7C4 ||setviewpos ||sets the current view position ||
||0031E7F0 ||getviewpos ||where - prints the current view position ||
||0031E83C ||noclip ||disables collision detection for the player ||
||0031E870 ||notarget ||disables the player as a target ||
||0031E89C ||god ||enables god mode ||
||0031E8B4 ||centerview ||centers the view ||
||0031E8D4 ||give ||gives one or more items ||
||0031E8F4 ||gameKick ||same as kick, but recognizes player names ||
||0031E92C ||addChatLine ||internal use - core to game chat lines.. ||
||0031E97C ||listSpawnArgs ||list the spawn args of an entity ||
||0031E9B0 ||listMonsters ||lists monsters ||
||0031E9D0 ||listActiveEntities ||lists active game entities ||
||0031EA00 ||listEntities ||lists game entities ||
||0031EA24 ||listThreads ||lists script threads ||
||0031EA48 ||listClasses ||lists game classes ||
||0031EA68 ||game_memory ||displays game class info ||
||0031EA90 ||testSaveGame ||test a save game for a level ||
||0031EAC0 ||writeGameState ||write game state ||
||0031EAE4 ||listTypeInfo ||list type info %s 1.0 %d%s%s %s %s %s -release win-x86.00:46:41 ||
||0031AB54 ||g_tips||allow hud tips to display ||
||0031AB78 ||g_jawflap ||controls jawflapping ||
||0031AB9C ||g_wicked ||if wicked mode is active ||
||0031ABC4 ||g_casino ||if casino mode is active ||
||0031ABEC ||g_roadhouseCompleted ||if roadhouse map has been completed once ||
||0031EC3C ||g_debugProjections ||Shows projection windings ||
||0031EC6C ||g_showProjectileLaunchPoint ||Shows position of projectile origin ||
||0031ECAC ||p_tripwireDebug ||Show tripwire trace ||
||0031ECD0 ||p_playerPhysicsDebug ||Show player physics gravity alignment info ||
||0031ED14 ||p_camRotRateScale ||1.3 Used to scale delta time thats passed into camera interpolator ||
||0031ED6C ||p_camInterpDebug ||1: Shows lerp info, 2: Shows slerp info ||
||0031EDA8 ||p_iterRotMoveNumIterations ||Per frame, the number of attempts to align the players bbox if unaligned to gravity ||
||0031EE1C ||p_iterRotMoveTransDist ||Distance to translate per player bbox alignment attempt ||
||0031EE6C ||p_disableCamInterp ||Disable camera interpolator ||
||0031EE9C ||p_mountedGunDebug ||Shows debug info for mountedgun ||
||0031EED0 ||g_mbNumBlurs ||Number of images used in motion blur effect ||
||0031EF0C ||g_mbFrameSpan ||Motion blur: time each image spans ||
||0031EF40 ||g_postEventsDebug ||for showing all posted events ||
||0031EF74 ||g_debugger ||In-game debugger (1=on, 2=interactive) ||
||0031EFA8 ||g_nodormant ||Disallow any dormant logic ||
||0031EFD0 ||g_robustDormantAll ||All dormant checks check all areas ||
||0031F008 ||g_dormanttests || ||
||0031F018 ||pm_wallwalkstepsize ||Step size while wallwalking ||
||0031F048 ||g_vehicleDebug ||print out vehicle physics debug info ||
||0031F080 ||sys_savedPosition ||saved position used by getpos/putpos ||
||0031B0D4 ||g_crosshair ||Which crosshair to use (0=off) ||
||0031F0E8 ||g_springConstant ||200000 - Modify factor for bind controller tension ||
||0031F130 ||ai_debugBrain || ||
||0031F140 ||ai_debugAction || ||
||0031F150 ||ai_talonAttack ||Enable Talon's attacks ||
||0031F178 ||ai_debugPath ||Draw general-purpose pathfinding debug info ||
||0031F1B4 ||ai_hideSkipThink ||Hidden monsters don't think at all ||
||0031F1EC ||g_debugAFs ||print out info on what the ragdolls are doing ||
||0031F228 ||g_debugFX || ||
||0031F234 ||g_showDormant ||1= Prints out msgs when an entity goes dormant ||
||0031B28C ||ai_showNoAAS ||1= Show when monsters do not have AAS available (shows a ?)
||0031B2D8 ||ai_printSpeech ||1= Draw hunter speech sounds ||
||0031F2F0 ||ai_skipSpeech ||1= Do not use the AI speech system ||
||0031F324 ||ai_skipThink ||1= Do not execute hhAI::Think() fxn ||
||0031F358 ||g_useDDA ||Whether to use dda system ||
||0031F380 ||g_debugmatter ||turns on matter based debugging, 2=include wallwalk traces ||
||0031F3CC ||g_debugimpulse ||turns on impulse debugging ||
||0031F3F8 ||sys_forceCache ||force resource caching even when developer is on ||
||0031F43C ||g_showGamePortals ||draw game portal connections ||
||0031F470 ||g_showValidSoundAreas ||draw valid sound areas ||
||0031F4A0 ||g_testModelPitch ||pitch of angle of test model ||
||0031F4D4 ||g_printDDA ||Prints DDA information to the console ||
||0031F508 ||g_trackDDA ||Whether to track detailed statistics as the player goes through a level ||
||0031F560 ||g_dumpDDA ||Whether to automatically dump DDA tracking statistics on level change ||
||0031F5B8 ||g_maxEntitiesWarning ||max number of entities before warning is displayed ||
||0031F604 ||g_showEntityCount ||1=show entity count ||
||0031F62C ||g_expensiveMS ||ms of think to be considered expensive by debugger ||
||0031B688 ||g_runMapCycle ||whether to run the map cycling script (g_mapcycle) ||
||0031B6CC ||g_forceSingleSmokeView ||do not consider multiple views for smoke system
||0031B714 ||g_nogore ||Disables gore ||
||0031F718 ||g_version ||game version ||
||0031F734 ||gamename || ||
||0031F740 ||gamedate || ||
||0031B764 ||si_name ||name of the server ||
||0031B864 ||si_usePass ||enable client password checking ||
||0031B958 ||ui_autoSwitch ||auto switch weapon ||
||0031F9E0 ||developer || ||
||0031BA04 ||r_aspectRatio ||aspect ratio of view:.0 = 4:3.1 = 16:9.2 = 16:10 ||
||0031FA30 ||g_cinematic ||skips updating entities that aren't marked 'cinematic' '1' during cinematics ||
||0031FA90 ||g_cinematicMaxSkipTime ||600 - # of seconds to allow game to run when skipping cinematic. prevents lock-up when cinematic doesn't end ||
||0031BB34 ||g_muzzleFlash ||show muzzle flashes ||
||0031BB58 ||g_projectileLights ||show dynamic lights on projectiles ||
||0031BB90 ||g_bloodEffects ||show blood splats, sprays and gibs ||
||0031BBC4 ||g_doubleVision ||show double vision when taking damage ||
||0031FBE4 ||g_monsters || ||
||0031BC08 ||g_decals ||show decals such as bullet holes ||
||0031FC20 ||g_knockback ||if nightmare mode is allowed ||
||0031FC4C ||g_gravity ||1066 ||
||0031FC60 ||g_skipFX || ||
||0031FC6C ||g_skipParticles || ||
||0031BC94 ||g_ragdollDecals ||ragdolls leave blood splats ||
||0031FCA8 ||g_disasm ||disassemble script into base/script/disasm.txt on the local drive when script is compiled ||
||0031FD14 ||g_debugBounds ||checks for models with bounds > 2048 ||
||0031FD4C ||g_debugAnim ||displays information on which animations are playing on the specified entity number. set to -1 to disable ||
||0031FDC4 ||g_debugMove || ||
||0031FDD0 ||g_debugDamage || ||
||0031FDE0 ||g_debugWeapon || ||
||0031FDF0 ||g_debugScript || ||
||0031FE00 ||g_debugMover || ||
||0031FE10 ||g_debugTriggers || ||
||0031FE20 ||g_debugCinematic || ||
||0031FE34 ||g_stopTime || ||
||0031FE40 ||g_showPVS || ||
||0031FE4C ||g_showTargets ||draws entities and thier targets. hidden entities are drawn grey ||
||0031FEA4 ||g_showTriggers ||draws trigger entities (orange) and thier targets (green). disabled triggers are drawn grey ||
||0031FF18 ||g_showCollisionWorld || ||
||0031FF30 ||g_showCollisionModels || ||
||0031FF48 ||g_showCollisionTraces || ||
||0031FF60 ||g_maxShowDistance || ||
||0031FF74 ||g_showEntityInfo || ||
||0031FF88 ||g_showviewpos || ||
||0031BFB0 ||g_showcamerainfo ||displays the current frame # for the camera when playing cinematics ||
||0031FFF4 ||g_showTestModelFrame ||displays the current animation and frame # for testmodels ||
||0031D798 ||g_showPlayerShadow ||enables shadow of player model ||
||0031D7CC ||g_showHud || ||
||0031D7D8 ||g_showProjectilePct ||enables display of player hit percentage ||
||0031D818 ||g_showBrass ||enables ejected shells from weapon ||
||0031DB08 ||g_exportMask || ||
||0031DD3C ||g_voteFlags || vote flags ||
||00320048 ||g_showActiveEntities ||draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green ||
||003200D4 ||g_showEnemies ||draws boxes around monsters that have targeted the the player ||
||00320124 ||g_artificialPlayerCount ||spawns artificial players ||
||00320158 ||g_frametime ||displays timing information for each game frame ||
||00320194 ||g_timeEntities ||when non-zero, shows entities whose think functions exceeded the # of milliseconds specified ||
||00320208 ||ai_debugScript ||displays script calls for the specified monster entity number ||
||00320258 ||ai_debugMove ||draws movement information for monsters ||
||00320290 ||ai_debugTrajectory ||draws trajectory tests for monsters ||
||003202C8 ||ai_testPredictPath || ||
||003202DC ||ai_showCombatNodes ||draws attack cones for monsters ||
||00320310 ||ai_showPaths ||draws path_* entities ||
||00320338 ||ai_showObstacleAvoidance ||draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well ||
||003203B8 ||ai_blockedFailSafe ||enable blocked fail safe handling ||
||003203F0 ||g_dvTime || ||
||003203FC ||g_dvAmplitude ||0.001 ||
||00320414 ||g_dvFrequency || ||
||00320424 ||g_kickTime || ||
||00320430 ||g_kickAmplitude ||0.0001 ||
||00320448 ||g_blobTime || ||
||00320454 ||g_blobSize || ||
||00320460 ||g_testHealthVision || ||
||00320474 ||g_editEntityMode ||0 = off.1 = lights.2 = sounds.3 = articulated figures.4 = particle systems.5 = monsters.6 = entity names.7 = entity models ||
||00320504 ||g_dragEntity ||allows dragging physics objects around by placing the crosshair over them and holding the fire button ||
||00320580 ||g_dragDamping || ||
||00320590 ||g_dragShowSelection || ||
||003205A4 ||g_dropItemRotation || ||
||003205B8 ||g_vehicleVelocity || ||
||003205CC ||g_vehicleForce ||50000 ||
||003205E4 ||g_vehicleSuspensionUp || ||
||003205FC ||g_vehicleSuspensionDown || ||
||00320614 ||g_vehicleSuspensionKCompress || ||
||00320634 ||g_vehicleSuspensionDamping || ||
||00320650 ||g_vehicleTireFriction || ||
||00320668 ||ik_enable ||enable IK ||
||00320680 ||ik_debug ||show IK debug lines ||
||003206A0 ||af_useLinearTime ||use linear time algorithm for tree-like structures ||
||003206E8 ||af_useImpulseFriction ||use impulse based contact friction ||
||00320724 ||af_useJointImpulseFriction ||use impulse based joint friction ||
||00320764 ||af_useSymmetry ||use constraint matrix symmetry ||
||00320794 ||af_skipSelfCollision ||skip self collision detection ||
||003207CC ||af_skipLimits ||skip joint limits ||
||003207F0 ||af_skipFriction ||skip friction ||
||00320810 ||af_forceFriction ||force the given friction value ||
||00320844 ||af_maxLinearVelocity ||maximum linear velocity ||
||00320874 ||af_maxAngularVelocity ||1.57 - maximum angular velocity ||
||003208B0 ||af_timeScale ||scales the time ||
||003208D0 ||af_jointFrictionScale ||scales the joint friction ||
||00320904 ||af_contactFrictionScale ||scales the contact friction ||
||00320938 ||af_highlightBody ||name of the body to highlight ||
||0032096C ||af_highlightConstraint ||name of the constraint to highlight ||
||003209A8 ||af_showTimings ||show articulated figure cpu usage ||
||003209DC ||af_showConstraints ||show constraints ||
||00320A04 ||af_showConstraintNames ||show constraint names ||
||00320A34 ||af_showConstrainedBodies ||show the two bodies contrained by the highlighted constraint ||
||00320A90 ||af_showPrimaryOnly ||show primary constraints only ||
||00320AC4 ||af_showTrees ||show tree-like structures ||
||00320AF0 ||af_showLimits ||show joint limits ||
||00320B14 ||af_showBodies ||show bodies ||
||00320B30 ||af_showBodyNames ||show body names ||
||00320B54 ||af_showMass ||show the mass of each body ||
||00320B7C ||af_showTotalMass ||show the total mass of each articulated figure ||
||00320BC0 ||af_showInertia ||show the inertia tensor of each body ||
||00320BF8 ||af_showVelocity ||show the velocity of each body ||
||00320C28 ||af_showActive ||show tree-like structures of articulated figures not at rest ||
||00320C78 ||af_testSolid ||test for bodies initially stuck in solid ||
||00320CB4 ||rb_showTimings ||show rigid body cpu usage ||
||00320CE0 ||rb_showBodies ||show rigid bodies ||
||00320D04 ||rb_showMass ||show the mass of each rigid body ||
||00320D34 ||rb_showInertia ||show the inertia tensor of each rigid body ||
||00320D70 ||rb_showVelocity ||show the velocity of each rigid body ||
||00320DA8 ||rb_showActive ||show rigid bodies that are not at rest ||
||00320DE0 ||pm_jumpheight ||48 - approximate hieght the player can jump ||
||00320E1C ||pm_stepsize ||maximum height the player can step up without jumping ||
||00320E60 ||pm_crouchspeed ||80 - speed the player can move while crouched ||
||00320EA0 ||pm_walkspeed ||140 - speed the player can move while walking ||
||00320EDC ||pm_runspeed ||220 - speed the player can move while running ||
||00320F14 ||pm_noclipspeed ||speed the player can move while in noclip ||
||00320F50 ||pm_spectatespeed ||450 - speed the player can move while spectating ||
||00320F94 ||pm_spectatebbox ||size of the spectator bounding box ||
||00320FC8 ||pm_usecylinder ||use a cylinder approximation instead of a bounding box for player collision detection ||
||00321030 ||pm_minviewpitch ||-89 - amount player's view can look up (negative values are up ||
||00321080 ||pm_maxviewpitch ||89 - amount player's view can look down 24 - length of time player can run ||
||003210DC ||pm_staminathreshold ||when stamina drops below this value, player gradually slows to a walk ||
||00321138 ||pm_staminarate ||rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge ||
||003211BC ||pm_crouchheight ||38 - height of player's bounding box while crouched ||
||00321200 ||pm_crouchviewheight ||height of player's view while crouched ||
||0032123C ||pm_normalheight ||74 - height of player's bounding box while standing ||
||00321280 ||pm_normalviewheight ||68 - height of player's view while standing ||
||003212C0 ||pm_deadheight ||height of player's bounding box while dead ||
||003212FC ||pm_deadviewheight ||height of player's view while dead ||
||00321334 ||pm_crouchrate ||0.87 - time it takes for player's view to change from standing to crouching ||
||00321398 ||pm_bboxwidth ||x/y size of player's bounding box ||
||003213CC ||pm_crouchbob ||bob much faster when crouched ||
||003213FC ||pm_walkbob ||bob slowly when walking ||
||00321420 ||pm_runbob ||bob faster when running ||
||00321444 ||pm_runpitch ||0.002 ||
||00321458 ||pm_runroll || ||
||00321464 ||pm_bobup || ||
||00321470 ||pm_bobpitch || ||
||0032147C ||pm_bobroll || ||
||00321488 ||pm_thirdPersonRange ||camera distance from player in 3rd person ||
||003214C8 ||pm_thirdPersonHeight ||height of camera from normal view height in 3rd person ||
||00321518 ||pm_thirdPersonAngle ||direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front ||
||00321590 ||pm_thirdPersonClip ||clip third person view into world space. ||
||003215CC ||pm_thirdPerson ||enables third person view ||
||003215F8 ||pm_thirdPersonDeath ||enables third person view when player dies ||
||00321638 ||pm_modelView ||draws camera from POV of player model (1 = always, 2 = when dead) ||
||0032168C ||pm_air ||1800 - how long in milliseconds the player can go without air before he starts taking damage ||
||003216F8 ||pm_thirdPersonDeathMP ||enables third person view when player dies in mp ||
||00321744 ||g_showAimHealth ||health display of target (gameplay testing) ||
||00321830 ||g_gunX || ||
||00321838 ||g_gunY || ||
||00321840 ||g_gunZ || ||
||00321848 ||g_viewNodalX || ||
||00321858 ||g_viewNodalZ || ||
||00321868 ||g_fov || ||
||00321870 ||g_skipViewEffects ||skip damage and other view effects ||
||003218A8 ||g_mpWeaponAngleScale ||Control the weapon sway in MP ||
||003218E0 ||g_testParticle ||test particle visualation, set by the particle editor ||
||00321928 ||g_testParticleName ||name of the particle being tested by the particle editor ||
||00321978 ||g_testModelRotate ||test model rotation speed ||
||003219A8 ||g_testPostProcess ||name of material to draw over screen ||
||003219E4 ||g_testModelAnimate ||test model animation,.0 = cycle anim with origin reset.1 = cycle anim with fixed origin.2 = cycle anim with continuous origin.3 = frame by frame with continuous origin.4 = play anim once ||
||00321AB4 ||g_testModelBlend ||number of frames to blend ||
||00321AE4 ||g_testDeath || ||
||00321B00 ||g_flushSave ||1 = don't buffer file writing for save games ||
||00321B3C ||aas_test || ||
||00321B48 ||aas_showAreas || ||
||00321B58 ||aas_showPath || ||
||00321B68 ||aas_showFlyPath || ||
||00321B78 ||aas_showWallEdges || ||
||00321B8C ||aas_showHideArea || ||
||00321BA0 ||aas_pullPlayer || ||
||00321BB0 ||aas_randomPullPlayer || ||
||00321BC8 ||aas_goalArea || ||
||00321BD8 ||aas_showPushIntoArea || ||
||00321C00 ||password ||client password used when connecting ||
||00321C80 ||g_TDMArrows ||draw arrows over teammates in team deathmatch ||
||00321CBC ||g_balanceTDM ||maintain even teams ||
||00321CE0 ||net_clientPredictGUI ||test guis in networking without prediction ||
====PREY.exe====
||offset ||**command** ||comment ||
||003AD9F0 ||memstatsprocess ||prints out process memory usage ||
||003ADA20 ||memstats ||prints out system memory usage ||
||003ADA4C ||finishBuild ||finishes the build process ||
||003ADA74 ||startBuild ||prepares to make a build ||
||003ADA9C ||localizeMapsTest ||Create test files that shows which strings will be localized ||
||003ADAF0 ||localizeGuiParmsTest ||Create test files that show gui parms localized and ignored ||
||003ADB48 ||localizeSubs ||localize subtitles ||
||003ADB6C ||reloadLanguage ||reload language dict ||
||003ADB94 ||localizeMaps ||localize maps ||
||003ADBB4 ||localizeGuis ||localize guis ||
||003ADBD4 ||testSIMD ||test SIMD code ||
||003ADBF0 ||listDictValues ||lists all values used by dictionaries ||
||003ADC28 ||listDictKeys ||lists all keys used by dictionaries ||
||003ADC5C ||showDictMemory ||shows memory used by dictionaries ||
||003ADC90 ||showStringMemory ||shows memory used by strings ||
||003ADCC4 ||memoryDumpCompressed ||creates a compressed memory dump ||
||003ADCC4 ||memoryDump ||creates a memory dump ||
||003ADD24 ||printMemInfo ||prints memory debugging data ||
||003ADD54 ||materialeditor ||launches the Material Editor ||
||003ADD74 ||debugger ||launches the Script Debugger ||
||003ADD94 ||editPDAs ||launches the in-game PDA Editor ||
||003ADDC0 ||editGUIs ||launches the GUI Editor ||
||003ADDE4 ||editScripts ||launches the in-game Script Editor ||
||003ADE14 ||editParticles ||launches the in-game Particle Editor ||
||003ADE4C ||editAFs ||launches the in-game Articulated Figure Editor ||
||003ADE84 ||editDecls ||launches the in-game Declaration Editor ||
||003ADEB8 ||editSounds ||launches the in-game Sound Editor ||
||003ADEE8 ||editLights ||launches the in-game Light Editor ||
||003ADF18 ||editor ||launches the level editor Radiant||
||003ADF3C ||roq ||encodes a roq file ||
||003ADF54 ||runReach ||calculates reachability for an AAS file ||
||003ADF88 ||runAASDir ||compiles AAS files for all maps in a folder ||
||003ADFC0 ||runAAS ||compiles an AAS file for a map ||
||003ADFE8 ||renderbumpFlat ||renders a flat bump map ||
||003AE034 ||writeBindings ||writes a bindings file ||
||003AE05C ||execImageQuality ||sets cvars based on com_imageQuality ||
||003AE098 ||setMachineSpec ||detects system capabilities and sets com_machineSpec to appropriate value ||
||003AE0F4 ||reloadEngine ||reloads the engine down to including the file system ||
||003AE13C ||writeConfig ||writes a config file ||
||003AE160 ||exit ||exits the game ||
||003AE178 ||quit ||quits the game ||
||003AE190 ||freeze ||freezes the game for a number of seconds ||
||003AE1C4 ||crash ||causes a crash ||
||003AE1DC ||error ||causes an error ||
||003AE21C ||win_outputDebugString ||Prey initialization ||
||003AE248 ||si_version ||engine version ||
||003AE264 ||com_skipRenderer ||skip the renderer completely ||
||003AE32C ||com_memoryMarker ||used as a marker for memory stats ||
||003AE364 ||com_preciseTic ||run one game tick every async thread update ||
||003AE3A0 ||com_asyncInput ||sample input from the async thread ||
||003AE3D4 ||com_asyncSound ||0: mix sound inline, 1: memory mapped async mix, 2: callback mixing, 3: write async mix ||
||003AE440 ||com_forceGenericSIMD ||force generic platform independent SIMD ||
||003AE480 ||developer ||developer mode ||
||003AE49C ||com_allowConsole ||allow toggling console with the tilde key ||
||003AE4DC ||com_speeds ||show engine timings ||
||003AE4FC ||com_showFPS || show frames rendered per second ||
||003AE528 ||com_showMemoryUsage ||show total and per frame memory usage ||
||003AE564 ||com_showAsyncStats ||show async network stats ||
||003AE594 ||com_showSoundDecoders ||show sound decoders ||
||003AE5C0 ||com_timestampPrints ||print time with each console print, 1 = msec, 2 = sec ||
||003AE60C ||timescale ||scales the time ||
||003AE628 ||logFile ||1 = buffer log, 2 = flush after each print ||
||003AE65C ||logFileName ||name of log file, if empty, qconsole.log will be used ||
||003AE6A0 ||com_makingBuild ||1 when making a build ||
||003AE6C8 ||com_updateLoadSize ||update the load size after loading a map ||
||003AE708 ||com_videoRam ||holds the last amount of detected video ram ||
||003AE744 ||com_precache ||if on, precaches needed resources ||
||003AE778 ||com_profanity ||if off, blocks profanity ||
||003AE7A4 ||cl_punkbuster ||is client side PunkBuster enabled? ||
||003AE7D8 ||sv_punkbuster ||is server side PunkBuster enabled? ||
||003AE80C ||com_product_lang_ext ||Extension to use when creating language files ||
||003AE854 ||com_showErrors ||0 to turn off spawning of notepad and console after exit ||
||003C2DE4 ||forceBuildImage ||Forces the specified image to be included in makedds.bat ||
||003C2E30 ||reloadSurface ||reloads the decl and images for selected surface ||
||003C2E74 ||listModes ||lists all video modes ||
||003C2E98 ||listRenderLightDefs ||lists the light defs ||
||003C2EC4 ||listRenderEntityDefs ||lists the entity defs ||
||003C2EF4 ||vid_restart ||restarts renderSystem ||
||003C2F18 ||showTriSurfMemory ||shows memory used by triangle surfaces ||
||003C2F54 ||showInteractionMemory ||shows memory used by interactions ||
||003C2F90 ||regenerateWorld ||regenerates all interactions ||
||003C2FC0 ||reportImageDuplication ||checks all referenced images for duplications ||
||003C3008 ||reportSurfaceAreas ||lists all used materials sorted by surface area ||
||003C304C ||testMaterial ||tests a material ||
||003C3070 ||testVideo ||displays the given cinematic ||
||003C309C ||testImage ||displays the given image centered on screen ||
||003C30D4 ||modulateLights ||modifies shader parms on all lights ||
||003C3108 ||gfxInfo ||show graphics info ||
||003C3124 ||benchmark || ||
||003C3130 ||makeAmbientMap ||makes an ambient map ||
||003C3158 ||envshot ||takes an environment shot ||
||003C317C ||pbufferinit ||circumvent a driver bug by pre-initializing the pbuffer ||
||003C31C0 ||pbuffershot ||takes a screenshot using the pbuffer ||
||003C31F4 ||screenshot ||takes a screenshot ||
||003C3214 ||touchGui ||touches a gui ||
||003C3230 ||listGuis ||lists guis ||
||003C3248 ||reloadGuis ||reloads guis ||
||003C3264 ||sizeDown ||makes the rendered view smaller ||
||003C3290 ||sizeUp ||makes the rendered view larger ||
||003C32B8 ||MakeMegaTexture ||processes giant images ||
||003C33C0 ||r_useLightPortalFlow ||use a more precise area reference determination.number of antialiasing samples..video mode number ||
||003C343C ||r_displayRefresh ||optional display refresh rate option for vid mode ||
||003C34A4 ||r_customWidth ||720 - custom screen width. set r_mode to -1 to activate ||
||003C34EC ||r_customHeight ||486 - custom screen height. set r_mode to -1 to activate ||
||003C3534 ||r_singleTriangle ||only draw a single triangle per primitive ||
||003C3574 ||r_checkBounds ||compare all surface bounds with precalculated ones ||
||003C35B8 ||r_noBufferDword ||disable screenshot dword alignment ||
||003C35EC ||r_useNV20MonoLights ||use pass optimization for mono lights ||
||003C3628 ||r_useConstantMaterials ||use pre-calculated material registers if possible ||
||003C3674 ||r_useTripleTextureARB ||cards with 3+ texture units do a two pass instead of three pass ||
||003C36D0 ||r_useSilRemap ||consider verts with the same XYZ, but different ST the same for shadows ||
||003C3728 ||r_useNodeCommonChildren ||stop pushing reference bounds early when possible ||
||003C3774 ||r_useShadowProjectedCull ||discard triangles outside light volume before shadowing ||
||003C37C8 ||r_useShadowVertexProgram ||do the shadow projection in the vertex program on capable cards ||
||003C3828 ||r_useShadowSurfaceScissor ||scissor shadows by the scissor rect of the interaction surfaces ||
||003C3888 ||r_useInteractionTable ||create a full entityDefs * lightDefs table to make finding interactions faster ||
||003C38F0 ||r_useTurboShadow ||use the infinite projection with W technique for dynamic shadows ||
||003C394C ||r_useTwoSidedStencil ||do stencil shadows in one pass with different ops on each side ||
||003C39A4 ||r_useDeferredTangents ||defer tangents calculations after deform ||
||003C39E8 ||r_useCachedDynamicModels ||cache snapshots of dynamic models ||
||003C3A28 ||r_useVertexBuffers ||use ARB_vertex_buffer_object for vertexes ||
||003C3A68 ||r_useIndexBuffers ||use ARB_vertex_buffer_object for indexes ||
||003C3AA8 ||r_useStateCaching ||avoid redundant state changes in GL_*() calls ||
||003C3AEC ||r_useInfiniteFarZ ||use the no-far-clip-plane trick ||
||003C3B20 ||r_znear ||near Z clip plane distance ||
||003C3B44 ||r_ignoreGLErrors ||ignore GL errors ||
||003C3B6C ||r_finish ||force a call to glFinish() every frame ||
||003C3BA0 ||r_swapInterval ||changes wglSwapIntarval ||
||003C3BC8 ||r_gamma ||changes gamma tables ||
||003C3BE8 ||r_renderer ||hardware specific renderer path to use ||
||003C3C1C ||r_jitter ||randomly subpixel jitter the projection matrix ||
||003C3C58 ||r_skipSuppress ||ignore the per-view suppressions ||
||003C3C8C ||r_skipPostProcess ||skip all post-process renderings ||
||003C3CC4 ||r_skipLightScale ||don't do any post-interaction light scaling, makes things dim on low-dynamic range cards ||
||003C3D34 ||r_skipInteractions ||skip all light/surface interaction drawing ||
||003C3D74 ||r_skipDynamicTextures ||don't dynamically create textures ||
||003C3DB0 ||r_skipCopyTexture ||do all rendering, but don't actually copyTexSubImage2D ||
||003C3DFC ||r_skipBackEnd ||don't draw anything ||
||003C3E20 ||r_skipRender ||skip 3D rendering, but pass 2D ||
||003C3E50 ||r_skipRenderContext ||NULL the rendering context during backend 3D rendering ||
||003C3E9C ||r_skipTranslucent ||skip the translucent interaction rendering ||
||003C3EDC ||r_skipAmbient ||bypasses all non-interaction drawing ||
||003C3F4C ||r_skipBlendLights ||skip all blend lights ||
||003C3F78 ||r_skipFogLights ||skip all fog lights ||
||003C3F9C ||r_skipDeforms ||leave all deform materials in their original state ||
||003C3FE0 ||r_skipFrontEnd ||bypasses all front end work, but 2D gui rendering still draws ||
||003C4030 ||r_skipUpdates ||1 = don't accept any entity or light updates, making everything static ||
||003C4088 ||r_skipOverlays ||skip overlay surfaces ||
||003C40B0 ||r_skipSpecular ||use black for specular1 ||
||003C40D8 ||r_skipBump ||uses a flat surface instead of the bump map ||
||003C4110 ||r_skipDiffuse ||use black for diffuse ||
||003C4138 ||r_skipROQ ||skip ROQ decoding ||
||003C4158 ||r_ignore ||used for random debugging without defining new vars ||
||003C4198 ||r_ignore2 || ||
||003C41A4 ||r_usePreciseTriangleInteractions ||1 = do winding clipping to determine if each ambiguous tri should be lit ||
||003C4214 ||r_useCulling ||0 = none, 1 = sphere, 2 = sphere + box ||
||003C424C ||r_useLightCulling ||0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas ||
||003C42A8 ||r_useLightScissors ||1 = use custom scissor rectangle for each light ||
||003C42EC ||r_useClippedLightScissors ||0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always ||
||003C435C ||r_useEntityCulling ||0 = none, 1 = box ||
||003C4384 ||r_useEntityScissors ||1 = use custom scissor rectangle for each entity ||
||003C43CC ||r_useInteractionCulling ||1 = cull interactions ||
||003C43FC ||r_useInteractionScissors ||1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors ||
||003C447C ||r_useShadowCulling ||try to cull shadows from partially visible lights ||
||003C44C4 ||r_useFrustumFarDistance ||if != 0 force the view frustum far distance to this distance ||
||003C451C ||r_logFile || of frames to emit GL logs ||
||003C454C ||r_clear ||force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom ||
||003C45A0 ||r_offsetfactor ||polygon offset parameter ||
||003C45CC ||r_offsetunits ||-600 ||
||003C45E4 ||r_shadowPolygonOffset ||bias value added to depth test for stencil shadow drawing ||
||003C4638 ||r_shadowPolygonFactor ||scale value for stencil shadow drawingv ||
||003C4678 ||r_frontBuffer ||draw to front buffer for debugging ||
||003C46AC ||r_skipSubviews ||1 = don't render any gui elements on surfaces ||
||003C46EC ||r_skipGuiShaders ||1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events ||
||003C476C ||r_skipParticles ||1 = skip all particle systems ||
||003C479C ||r_subviewOnly ||1 = don't render main view, allowing subviews to be debugged ||
||003C47FC ||r_testGamma ||if > 0 draw a grid pattern to test gamma levels ||
||003C4838 ||r_testGammaBias || ||
||003C4848 ||r_testStepGamma || ||
||003C4858 ||r_lightScale ||all light intensities are multiplied by this ||
||003C4898 ||r_lightSourceRadius ||for soft-shadow sampling ||
||003C48C8 ||r_flareSize ||scale the flare deforms from the material def ||
||003C4904 ||r_useExternalShadows ||1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing ||
||003C4978 ||r_useOptimizedShadows ||use the dmap generated static shadow volumes ||
||003C49C0 ||r_useScissor ||scissor clip as portals and lights are processed ||
||003C4A04 ||r_useCombinerDisplayLists ||put all nvidia register combiner programming in display lists ||
||003C4A60 ||r_useDepthBoundsTest ||use depth bounds test to reduce shadow fill ||
||003C4AA4 ||r_screenFraction ||100 - for testing fill rate, the resolution of the entire screen can be changed ||
||003C4B0C ||r_demonstrateBug ||used during development to show IHV's their problems ||
||003C4B58 ||r_usePortals ||1 = use portals to perform area culling, otherwise draw everything ||
||003C4BAC ||r_singleLight ||suppress all but one light ||
||003C4BD8 ||r_singleEntity ||suppress all but one entity ||
||003C4C04 ||r_singleSurface ||suppress all but one surface on each entity ||
||003C4C40 ||r_singleArea ||only draw the portal area the view is actually in ||
||003C4CB4 ||r_orderIndexes ||perform index reorganization to optimize vertex use ||
||003C4CF8 ||r_lightAllBackFaces ||light all the back faces, even when they would be shadowed ||
||003C4D48 ||r_lightWholeMesh ||send full index list ||
||003C4D74 ||r_showPortals ||draw portal outlines in color based on passed / not passed ||
||003C4DC0 ||r_showUnsmoothedTangents ||if 1, put all nvidia register combiner programming in display lists ||
||003C4E24 ||r_showSilhouette ||highlight edges that are casting shadow planes ||
||003C4E68 ||r_showVertexColor ||draws all triangles with the solid vertex color ||
||003C4EAC ||r_showUpdates ||report entity and light updates and ref counts ||
||003C4EEC ||r_showDemo ||report reads and writes to the demo file ||
||003C4F24 ||r_showDynamic ||report stats on dynamic surface generation ||
||003C4F60 ||r_showLightScale ||report the scale factor applied to drawing for overbrights ||
||003C4FB0 ||r_showDefs ||report the number of modeDefs and lightDefs in view ||
||003C4FF0 ||r_showTrace ||show the intersection of an eye trace with the world ||
||003C5034 ||r_showIntensity ||draw the screen colors based on intensity, red = 0, green = 128, blue = 255 ||
||003C5094 ||r_showImages ||1 = show all images instead of rendering, 2 = show in proportional size ||
||003C50F0 ||r_showSmp ||show which end (front or back) is blocking ||
||003C5128 ||r_showLights ||1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume ||
||003C51C8 ||r_showShadows ||1 = visualize the stencil shadow volumes, 2 = draw filled in ||
||003C5218 ||r_showShadowCount ||colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows ||
||003C52DC ||r_showLightScissors ||show light scissor rectangles ||
||003C5310 ||r_showEntityScissors ||show entity scissor rectangles ||
||003C5348 ||r_showInteractionFrustums ||1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox ||
||003C53D0 ||r_showInteractionScissors ||1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines ||
||003C5454 ||r_showLightCount ||1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw..
||003C54D4 ||r_showViewEntitys ||1 = displays the bounding boxes of all view models, 2 = print index numbers ||
||003C5534 ||r_showTris ||enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all ||
||003C55B0 ||r_showSurfaceInfo ||show surface material name under crosshair ||
||003C55F0 ||r_showNormals ||draws wireframe normals ||
||003C5618 ||r_showMemory ||print frame memory utilization ||
||003C5648 ||r_showCull ||report sphere and box culling stats ||
||003C5678 ||r_showInteractions ||report interaction generation activity ||
||003C56B4 ||r_showDepth ||display the contents of the depth buffer and the depth range ||
||003C5700 ||r_showSurfaces ||report surface/light/shadow counts ||
||003C5734 ||r_showPrimitives ||report drawsurf/index/vertex counts ||
||003C576C ||r_showEdges ||draw the sil edges ||
||003C578C ||r_showTexturePolarity ||shade triangles by texture area polarity ||
||003C57D0 ||r_showTangentSpace ||shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector ||
||003C5858 ||r_showDominantTri ||draw lines from vertexes to center of dominant triangles ||
||003C58A8 ||r_showAlloc ||report alloc/free counts ||
||003C58D0 ||r_showTextureVectors ||if > 0 draw each triangles texture (tangent) vectors ||
||003C5920 ||r_showOverDraw ||1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw ||
||003C5994 ||r_lockSurfaces ||allow moving the view point without changing the composition of the scene, including culling ||
||003C5A08 ||r_useEntityCallbacks ||if 0, issue the callback immediately at update time, rather than defering ||
||003C5A6C ||r_showSkel ||draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only ||
||003C5AD4 ||r_jointNameScale ||size of joint names when r_showskel is set to 1 ||
||003C5B18 ||r_jointNameOffset ||0.5.offset of joint names when r_showskel is set to 1 ||
||003C5B64 ||r_cgVertexProfile ||arbvp1, vp20, vp30 ||
||003C5B8C ||r_cgFragmentProfile ||arbfp1, fp30 ||
||003C5BB0 ||r_debugLineDepthTest ||perform depth test on debug lines ||
||003C5BEC ||r_debugLineWidth ||width of debug lines ||
||003C5C18 ||r_debugArrowStep ||120.step size of arrow cone line rotation in degrees ||
||003C5C64 ||r_debugPolygonFilled ||draw a filled polygon ||
||003C5C94 ||r_materialOverride ||overrides all materials ||
||003C5CC0 ||r_debugRenderToTexture || ||
||003C5CD8 ||r_showTextureSize ||colors the texture to show the size ||
||003C5D10 ||r_skipLights ||skips lights, to give the designers an accurate poly count without lights ||
||003C5D6C ||r_skipBeams ||1 = skip all beam systems ||
||003C5D94 ||r_glowAlpha ||0.55 - start alpha used when blurring the glow texture ||
||003C5DD8 ||r_glowAlphaChange ||0.85 - alpha change used when blurring the glow texture ||
||003C5E28 ||r_glowSteps ||8 - steps used when blurring the glow texture ||
||003C5E64 ||r_glowStrength ||strength when drawing the final glow texture on screen if true, skip drawing the glow overlay ||
||003C5ED4 ||r_normalizeBumpmap ||per pixel renormalization of bumpmaps ||
||003C5F10 ||r_cubemapNormalize ||use cubemaps to normalize ||
||003C5F40 ||r_correctSpecular ||per pixel half angle calculation ||
||003C5F78 ||r_alphaToCoverage ||alpha to coverage transparency ||
||003C5FAC ||r_shaderLevel ||level of shaders to use ||
||003C5FD4 ||r_showBatchSize ||color tris based on batch size - 0 = normal, 1 = faster with tangents transformed, 2 = use single weight simple skinning ||
||003C60BC ||r_pbufferRender ||render to a pbuffer for hi-res screenshots ||
||003C60F8 ||r_pbufferRenderW ||3200 - pbuffer width ||
||003C6124 ||r_pbufferRenderH ||2400 - pbuffer height ||
||003B6164 ||stoprecording || ||
||003B6174 ||disconnect ||died ||
||003B6188 ||devmap ||loads a map in developer mode ||
||003B6220 ||si_map || ||
||003B6229 ||serverMapRestart || ||
||003B6261 ||cdemo ||%i seconds of game, replayed in %5.1f seconds...minute %i took %3.1f seconds ||
||003B6420 ||hitch ||hitches the game ||
||003B643C ||promptKey ||prompt and sets the CD Key ||
||003B6464 ||rescanSI ||internal - rescan serverinfo cvars and tell game ||
||003B64A4 ||takeViewNotes2 ||extended take view notes ||
||003B64D0 ||takeViewNotes ||take notes about the current map from the current view ||
||003B6518 ||loadGame ||loads a game ||
||003B6534 ||saveGame ||saves a game ||
||003B6550 ||testGUI ||tests a gui ||
||003B6564 ||demoShot ||writes a screenshot for a demo ||
||003B6590 ||togglehelp ||display in-game help ||
||003B65B4 ||displayE3Loading ||display demo loading banner ||
||003B65E4 ||resetE3Demos ||reset e3 demo sequence ||
||003B6624 ||compressDemo ||compresses a demo file ||
||003B664C ||aviDemo ||writes AVIs for a demo ||
||003B666C ||timeDemoQuit ||times a demo and quits ||
||003B6694 ||timeDemo ||times a demo ||
||003B66B0 ||playDemo ||plays back a demo ||
||003B66D0 ||stopRecording ||stops demo recording ||
||003B66F8 ||recordDemo ||records a demo ||
||003B6714 ||aviGame ||writes AVIs for the current game ||
||003B6740 ||aviCmdDemo ||writes AVIs for a command demo ||
||003B676C ||exitCmdDemo ||exits a command demo ||
||003B6790 ||timeCmdDemo ||times a command demo ||
||003B67B4 ||playCmdDemo ||plays back a command demo ||
||003B67DC ||writeCmdDemo ||writes a command demo ||
||003B6804 ||testmap ||tests a map ||
||003B6844 ||writePrecache ||writes precache commands ||
||003B6898 ||com_showAngles || ||
||003B68A8 ||com_minTics || ||
||003B68B4 ||com_showTics || ||
||003B68C4 ||com_fixedTic || ||
||003B68D4 ||com_showDemo || ||
||003B68E4 ||com_skipGameDraw || ||
||003B68F8 ||com_aviDemoSamples ||16 ||
||003B6910 ||com_aviDemoWidth ||256 ||
||003B6928 ||com_aviDemoHeight || ||
||003B693C ||com_aviDemoTics || ||
||003B694C ||com_wipeSeconds || ||
||003B695C ||com_guid || ||
||003B6968 ||g_subtitles ||Display subtitles ||
||003B6988 ||com_demoPaused || ||
||003B6998 ||g_levelLoadMusic ||play music during level loads ||
||003B69CC ||g_deathwalk ||Allow deathwalk map appending ||
||003B69F8 ||e3_demoIndex || ||
||003B6A08 ||game_list || ||
||003B6A2C ||noIntro || ||
||003B6A34 ||playIntro || ||
||003B6A40 ||guisounds_menu_music || ||
||003B6A58 ||gui_sv_punkbuster || ||
||003B6A6C ||gui_cl_punkbuster || ||
||003B5180 ||e3_demoshotrelease || ||
||003B5194 ||e3_demofadeoutrate || ||
||003B51A8 ||e3_demofadeinrate || ||
||003B56D0 ||e3_numdemos ||Bad render demo token ||
||003B5710 ||e3_demomode ||AdvanceDemo ||
**TO DO**
* Clean up/add/remove console commands.
\\
{{tag>2006 3d_realms demos human_head_studios prey prey_2006 prototypes}}