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<?xml version="1.0" encoding="utf-8"?>
<!--
This is the default transformation to show the reference as an XML
document. To turn this text into script that can be read by the
AssaultCube engine, simply uncomment the below line, comment the
line below that one, save and then refresh.
-->
<!--<?xml-stylesheet type="text/xsl" href="transformations/cuberef2cubescript.xslt"?>-->
<?xml-stylesheet type="text/xsl" href="transformations/cuberef2xhtml.xslt"?>
<!--
See reference.xsd and types.xsd before editing this file.
-->
<!--
Sections are: CubeScript, General, Game modes, Editing, Gameplay, Visuals, Head-up display, Sound, Menus, Ingame reference, server commands
-->
<cuberef xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://cubers.net/Schemas/CubeRef" name="AssaultCube Reference" version="v1.0" xsi:schemaLocation="http://cubers.net/Schemas/CubeRef schemas/cuberef.xsd">
<description>
This reference describes the commands and variables available in AssaultCube.
</description>
<sections sort="true">
<section name="CubeScript" sortindex="00">
<description>This section describes identifiers that are closely related to the CubeScript language.</description>
<identifiers sort="true">
<command name="<f">
<description>Determines if a floating-point value is smaller than a second floating-point value.</description>
<return token="F" description="(true)1||0(false)"/>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name="<=f">
<description>Determines if a floating-point value is less than or equal to a second floating-point value.</description>
<return token="F" description="(true)1||0(false)"/>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name="=f">
<description>Determines if a floating-point value is equal to a second floating-point value.</description>
<return token="F" description="(true)1||0(false)"/>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name=">f">
<description>Determines if a floating-point value is greater than a second floating-point value.</description>
<return token="F" description="(true)1||0(false)"/>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name=">=f">
<description>Determines if a floating-point value is greater than or equal to a second floating-point value.</description>
<return token="F" description="(true)1||0(false)"/>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name="!=f">
<description>Determines if a floating-point value is not equal to a second floating-point value.</description>
<return token="F" description="(true)1||0(false)"/>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name="result">
<description>sets the result value of a CubeScript block</description>
<arguments>
<argument token="R" description="the result"/>
</arguments>
</command>
<command name="push">
<arguments>
<argument token="N" description="alias name"/>
<argument token="A" description="action"/>
</arguments>
<references>
<identifierReference identifier="pop"/>
</references>
</command>
<command name="modf">
<description>Performs a floating-point modulo operation.</description>
<arguments>
<argument token="A" description="the dividend"/>
<argument token="B" description="the divisor"/>
</arguments>
<return token="F" description="the modulo value"/>
<examples>
<example>
<code><![CDATA[echo (modf 7.5 12.5)]]></code>
<explanation>Output: 7.5</explanation>
</example>
<example>
<code><![CDATA[echo (modf 17.5 12.5)]]></code>
<explanation>Output: 5.0</explanation>
</example>
</examples>
</command>
<command name="pop">
<arguments>
<argument token="A" description="alias"/>
</arguments>
<references>
<identifierReference identifier="push"/>
</references>
</command>
<command name="+">
<description>Performs an addition.</description>
<remarks>
<remark>
Example: echo the sum of x and y is (+ $x $y)
</remark>
</remarks>
<arguments>
<argument token="A" description="the first summand"/>
<argument token="B" description="the second summand"/>
</arguments>
<return token="N" description="the sum"/>
</command>
<command name="-">
<description>Performs a subtraction.</description>
<arguments>
<argument token="A" description="the minuend"/>
<argument token="B" description="the subtrahend"/>
</arguments>
<return token="N" description="the difference"/>
</command>
<command name="-f">
<description>Subtracts two floating-point numbers.</description>
<arguments>
<argument token="A" description="the minuend" valueNotes="float"/>
<argument token="B" description="the subtrahend" valueNotes="float"/>
</arguments>
<return token="F" description="the difference"/>
</command>
<command name="+f">
<description>Adds up two floating-point numbers.</description>
<arguments>
<argument token="A" description="the first summand" valueNotes="float"/>
<argument token="B" description="the second summand" valueNotes="float"/>
</arguments>
<return token="F" description="the sum"/>
</command>
<command name="*">
<description>Performs a multiplication.</description>
<arguments>
<argument token="A" description="the multiplicand"/>
<argument token="B" description="the multiplier"/>
</arguments>
<return token="N" description="the product"/>
</command>
<command name="div">
<description>Performs an integer division.</description>
<arguments>
<argument token="A" description="the dividend"/>
<argument token="B" description="the divisor"/>
</arguments>
<return token="N" description="the quotient (integer)"/>
</command>
<command name="divf">
<description>Performs a division with floating-point precision.</description>
<arguments>
<argument token="A" description="" valueNotes="the dividend"/>
<argument token="B" description="" valueNotes="the divisor"/>
</arguments>
<return token="F" description="the quotient (floating-point)"/>
</command>
<command name="mod">
<description>Performs a modulo operation.</description>
<arguments>
<argument token="A" description="the dividend"/>
<argument token="B" description="the divisor"/>
</arguments>
<return token="N" description="the modulo value"/>
</command>
<command name="=">
<description>Determines if two values are equal.</description>
<arguments>
<argument token="A" description="first value"/>
<argument token="B" description="second value"/>
</arguments>
<return token="N" description="the equality" valueNotes="1 (equal) or 0 (not equal)"/>
<examples>
<example>
<code><![CDATA[echo there are only (concatword (= 1 1) (= 1 0)) types of people in the world]]></code>
<explanation>Output: there are only 10 types of people in the world</explanation>
</example>
</examples>
</command>
<command name="!=">
<description>Determines if two values are not equal.</description>
<arguments>
<argument token="A" description="first value"/>
<argument token="B" description="second value"/>
</arguments>
<return token="N" description="the inequality" valueNotes="1 (not equal) or 0 (equal)"/>
</command>
<command name="<">
<description>Determines if a value is smaller than a second value.</description>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
<return token="N" description="the comparison" valueNotes="1 (smaller) or 0 (not smaller)"/>
</command>
<command name=">">
<description>Determines if a value is bigger than a second value.</description>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
<return token="N" description="the comparison" valueNotes="1 (bigger) or 0 (not bigger)"/>
</command>
<command name="<=">
<description>Determines if a values is less than or equal than a second value.</description>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name=">=">
<description>Determines if a values is greater than or equal than a second value.</description>
<arguments>
<argument token="A" description="the first value"/>
<argument token="B" description="the second value"/>
</arguments>
</command>
<command name="&&">
<description>logical AND.</description>
<examples>
<example>
<code><![CDATA[echo (&& 1 1)]]></code>
<explanation>Output: 1</explanation>
</example>
<example>
<code><![CDATA[echo (&& 1 0)]]></code>
<explanation>Output: 0</explanation>
</example>
</examples>
<arguments>
<argument token="A" description="first value"/>
<argument token="B" description="second value"/>
</arguments>
<return token="N" description="A AND B"/>
</command>
<command name="||">
<description>logical OR.</description>
<examples>
<example>
<code><![CDATA[echo (|| 1 0)]]></code>
<explanation>
output: 1
</explanation>
</example>
<example>
<code><![CDATA[echo (|| 0 0)]]></code>
<explanation>
output: 0
</explanation>
</example>
</examples>
<arguments>
<argument token="A" description="first value"/>
<argument token="B" description="second value"/>
</arguments>
<return token="N" description="A OR B"/>
</command>
<command name="rnd">
<description>Random value</description>
<arguments>
<argument token="A" description="The upper limit of the random value" valueNotes=""/>
</arguments>
<return token="R" description="The random value" valueNotes="larger or equal 0 and smaller than A"/>
</command>
<command name="strcmp">
<description>Determines if two strings are equal.</description>
<arguments>
<argument token="A" description="the first string"/>
<argument token="B" description="the second string"/>
</arguments>
<return token="N" description="the equality" valueNotes="1 (equal) or 0 (unequal)"/>
</command>
<command name="if">
<description>Controls the script flow based on a boolean expression.</description>
<examples>
<example>
<code><![CDATA[if (> $x 10) [ echo x is bigger than 10 ] [ echo x too small ]]]></code>
</example>
</examples>
<arguments>
<argument token="cond" description="the condition" valueNotes="0 (false) or anything else (true)"/>
<argument token="true" description="the body to execute if the condition is true"/>
<argument token="false" description="the body to execute if the condition is false"/>
</arguments>
</command>
<command name="loop">
<description>Loops the specified body.</description>
<remarks>
<remark>
This command sets the alias you choose, as first argument, from 0 to N-1 for every iteration.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[loop i 10 [ echo $i ]]]></code>
</example>
</examples>
<arguments>
<argument token="V" description="the alias used as counter"/>
<argument token="N" description="the amount of loops"/>
<argument token="body" description="the body to execute on each iteration"/>
</arguments>
</command>
<command name="while">
<description>Loops the specified body while the condition evaluates to true.</description>
<remarks>
<remark>
This command sets the alias "i" from 0 to N-1 for every iteration.
Note that the condition here has to have [], otherwise it would only be evaluated once.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[alias i 0; while [ (< $i 10) ] [ echo $i; alias i (+ $i 1) ]]]></code>
</example>
</examples>
<arguments>
<argument token="cond" description="the condition" valueNotes="0 (false) or anything else (true)"/>
<argument token="body" description="the body to execute on each iteration"/>
</arguments>
</command>
<command name="concat">
<description>Concatenates multiple strings with spaces inbetween.</description>
<examples>
<example>
<code><![CDATA[alias a "hello"; echo (concat $a "world")]]></code>
<explanation>
output: hello world
</explanation>
</example>
</examples>
<arguments>
<argument token="S" description="the first string"/>
<variableArgument token="..." description="collection of strings to concatenate"/>
</arguments>
<return token="R" description="The newly created string"/>
</command>
<command name="concatword">
<description>Concatenates multiple strings.</description>
<remarks>
<remark>
The newly created string is saved to the alias 's'.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[alias a "Cube"; echo (concatword $a "Script")]]></code>
<explanation>
output: CubeScript
</explanation>
</example>
</examples>
<arguments>
<argument token="S" description="the first string"/>
<variableArgument token="..." description="collection of strings to concatenate"/>
</arguments>
<return token="R" description="The newly created string"/>
</command>
<command name="at">
<description>Grabs a word out of a string.</description>
<examples>
<example>
<code><![CDATA[echo (at "zero one two three" 2)]]></code>
<explanation>
output: two
</explanation>
</example>
</examples>
<arguments>
<argument token="S" description="the string"/>
<argument token="N" description="the index of the word"/>
</arguments>
<return token="W" description="the word from the specified idex"/>
</command>
<command name="listlen">
<description>returns the element count of the given list.</description>
<arguments>
<argument token="L" description="the list"/>
</arguments>
</command>
<command name="findlist">
<description>Searches a list for a specified value.</description>
<arguments>
<argument token="L" description="the list"/>
<argument token="I" description="the item to find"/>
</arguments>
<return token="I" description="the index of the item in the list"/>
</command>
<command name="sleep">
<description>Executes a command after specified time period.</description>
<examples>
<example>
<code><![CDATA[sleep 1000 [ echo foo ]]]></code>
<explanation>
Prints 'foo' to the screen after 1 second.
</explanation>
</example>
</examples>
<arguments>
<argument token="N" description="the amount of milliseconds"/>
<argument token="C" description="the command to execute"/>
</arguments>
</command>
<variable name="numargs">
<description>The number of arguments passed to the current alias</description>
<value token="V" description="numargs" minValue="0" maxValue="25" defaultValue="0" readOnly="true"/>
</variable>
<command name="format">
<arguments>
<argument token="F" description="format" valueNotes="use %1..%9 for the values"/>
<argument token="V" description="value(s)"/>
</arguments>
<examples>
<example>
<code><![CDATA[echo (format "%1 bottles of %2 on the %3, %1 bottles of %2!" 99 beer wall)]]></code>
<explanation>
output: 99 bottles of beer on the wall, 99 bottles of beer!
</explanation>
</example>
</examples>
</command>
</identifiers>
</section>
<section name="General" sortindex="01">
<description>
This section describes general identifiers.
</description>
<identifiers sort="true">
<command name="soundtest">
<description>Plays all hardcoded sounds in order.</description>
</command>
<command name="writecfg">
<description>writes current configuration to config/saved.cfg - automatic on quit</description>
</command>
<command name="registermusic">
<description>registers a track as music - the first three tracks have special meaning. Track #1 is for "flag grab" the second and third are used as "last minute" tracks.</description>
<arguments>
<argument token="M" description="music file"/>
</arguments>
</command>
<command name="echo">
<arguments>
<argument token="L" description="List of strings"/>
</arguments>
</command>
<command name="clearservers"/>
<variable name="browsefiledesc">
<description>Toggles getting descriptive text from CGZ or DMO files in menudirlist.</description>
<value token="B" description="" minValue="0" maxValue="1" defaultValue="1"/>
<references>
<identifierReference identifier="menudirlist"/>
</references>
</variable>
<variable name="physinterp">
<description>Toggles physics interpolation.</description>
<value token="B" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<command name="menudirlist">
<description>create a menu listing of files from a path and perform an action on them when clicked.</description>
<remarks>
<remark>use this inside menu definitions, almost always as the only command of that menu.</remark>
<remark>compare the usage inside config/menus.cfg</remark>
</remarks>
<arguments>
<argument token="" description=""/>
</arguments>
<examples>
<example>
<code><![CDATA[menudirlist "packages/maps" "cgz" "map $arg1"]]></code>
<explanation>will create a list of maps and load them when clicked</explanation>
</example>
</examples>
<references>
<identifierReference identifier="newmenu"/>
<identifierReference identifier="browsefiledesc"/>
</references>
</command>
<command name="toggleconsole">
<description>
Toggles the console.
</description>
</command>
<command name="jump">
<description>Triggers a jump.</description>
<remarks>
<remark>default keys: space and right mouse.</remark>
</remarks>
</command>
<command name="updatefrommaster">
<description>Contacts the masterserver and adds any new servers to the server list.</description>
<remarks>
<remark>The servers are written to the config/servers.cfg file. This menu can be reached through the Multiplayer menu.</remark>
</remarks>
<arguments>
<argument token="B" description="force update" valueNotes="0 (delayed), 1 (immediate)"/>
</arguments>
</command>
<command name="millis">
<description>Returns the number of milliseconds since engine start.</description>
<examples>
<example>
<code><![CDATA[echo (millis)]]></code>
</example>
</examples>
<return token="N" description="the milliseconds"/>
</command>
<command name="systime">
<description>seconds since the epoch (00:00:00 UTC on January 1, 1970)</description>
<examples>
<example>
<code><![CDATA[echo (systime)]]></code>
</example>
</examples>
</command>
<command name="timestamp">
<description>a list of values for current time</description>
<remarks>
<remark>format: YYYY mm dd HH MM SS</remark>
</remarks>
<examples>
<example>
<code><![CDATA[echo (timestamp) "2008 08 08 08 08 08"]]></code>
</example>
<example>
<code><![CDATA[echo (timestamp) "2063 04 05 12 00 00"]]></code>
</example>
<example>
<code><![CDATA[echo (at (timestamp) 0) (at (timestamp) 2) (at (timestamp) 1) "2063 05 04"]]></code>
</example>
</examples>
</command>
<command name="datestring">
<description>representation of date</description>
<remarks>
<remark>format: Www Mmm dd hh:mm:ss yyyy</remark>
<remark>Use timestamp to create your own formatting.</remark>
</remarks>
<examples>
<example>
<code><![CDATA[echo (datestring) "Sat Jun 7 17:08:35 2008"]]></code>
</example>
</examples>
</command>
<command name="timestring">
<description>the current time in (H)H:MM:SS format</description>
<examples>
<example>
<code><![CDATA[echo (timestring) "12:34:56"]]></code>
</example>
<example>
<code><![CDATA[echo (timestring) "1:02:03"]]></code>
</example>
</examples>
</command>
<command name="bind">
<description>Binds a key to a command.</description>
<remarks>
<remark>
To find out what key names and their default bindings are, look at config/keymap.cfg,
then add bind commands to your autoexec.cfg.
</remark>
</remarks>
<arguments>
<argument token="K" description="the key to bind" valueNotes="string"/>
<argument token="A" description="the command" valueNotes="string, usually an alias"/>
</arguments>
</command>
<command name="onrelease">
<description>Executes a command on the release of a key/button.</description>
<remarks>
<remark>
This command must be placed in an action in a bind or in an alias in a bind.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[bind CTRL [ echo "key pressed"; onrelease [ echo "key released" ] ]]]></code>
</example>
</examples>
<references>
<identifierReference identifier="bind"/>
</references>
<arguments>
<argument token="A" description="the command"/>
</arguments>
</command>
<command name="alias">
<description>Binds a name to commands.</description>
<arguments>
<argument token="N" description="the name of the alias" valueNotes="string, must not contain '$'"/>
<argument token="A" description="the commands" valueNotes="string"/>
</arguments>
<examples>
<example>
<code><![CDATA[alias myalias [ echo "hello world"; alias myalias [ echo "I already said hello" ] ]]]></code>
<explanation>It is possible to re-bind an alias, even during its evaluation.</explanation>
</example>
<example>
<code><![CDATA[test = [ echo "successful" ]]]></code>
<explanation>There is also the shorthand version of defining an alias via the "="-sign.</explanation>
</example>
</examples>
</command>
<command name="quit">
<description>Quits the game without asking.</description>
</command>
<command name="forward">
<description>Moves the player forward.</description>
<remarks>
<remark>default keys: W and Up Arrow</remark>
</remarks>
</command>
<command name="backward">
<description>Moves the player backward.</description>
<remarks>
<remark>default keys: S and Down Arrow</remark>
</remarks>
</command>
<command name="left">
<description>Moves the player left.</description>
<remarks>
<remark>default keys: A and Left Arrow</remark>
</remarks>
</command>
<command name="right">
<description>Moves the player right.</description>
<remarks>
<remark>default keys: D and Right Arrow</remark>
</remarks>
</command>
<command name="attack">
<description>Fires the current weapon.</description>
<remarks>
<remark>default: left mouse button</remark>
</remarks>
</command>
<command name="invmouse">
<description>Sets mouse to "flight sim" mode.</description>
<arguments>
<argument token="B" description="sets invmouse" valueNotes="0 (off), else (on)"/>
</arguments>
</command>
<command name="screenshot">
<description>Takes a screenshot.</description>
<remarks>
<remark>
Screenshots are saved to "screenshots/screenshotN.bmp",
where N is the number of milliseconds since the game was launched.
</remark>
</remarks>
<defaultKeys>
<key alias="F12"/>
</defaultKeys>
</command>
<command name="exec">
<description>Executes all commands in a specified config file.</description>
<arguments>
<argument token="C" description="the config file"/>
</arguments>
</command>
<command name="keymap">
<description>Sets up the keymap for the specified key.</description>
<remarks>
<remark>
You should never have to use this command manually, use "bind" instead.
</remark>
</remarks>
<references>
<identifierReference identifier="bind"/>
</references>
<arguments>
<argument token="K" description="the key to map"/>
<argument token="N" description="the name for the key"/>
<argument token="A" description="the default action"/>
</arguments>
</command>
<command name="sensitivity">
<description>Sets the mouse sensitivity.</description>
<arguments>
<argument token="S" description="the sensitivity" valueNotes="floating-point"/>
</arguments>
</command>
<command name="addserver">
<description>Adds a server to the list of server to query in the server list menu.</description>
<arguments>
<argument token="S" description="the address of the server (hostname or IP)"/>
<argument token="P" description="the port"/>
</arguments>
</command>
<command name="resetsecuremaps">
<description>Clears the list of secured maps.</description>
<references>
<identifierReference identifier="securemap"/>
</references>
</command>
<command name="securemap">
<description>Adds a map to the list of secured maps.</description>
<remarks>
<remark>
Secured maps can not be overwritten by the commands sendmap and getmap.
</remark>
</remarks>
<references>
<identifierReference identifier="resetsecuremaps"/>
<identifierReference identifier="sendmap"/>
<identifierReference identifier="getmap"/>
</references>
<arguments>
<argument token="S" description="the name of the map"/>
</arguments>
</command>
<variable name="networkdebug">
<description>Enables output of processed network packets.</description>
<remarks>
<remark>This variable only has an effect if the client binary is compiled in debug mode.</remark>
</remarks>
<value token="B" description="enable network debugging" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="autogetmap">
<description>Determines if the current played map should be automatically downloaded if it is not available locally.</description>
<value token="B" description="enable auto map download" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="clockerror">
<description>Sets the correction value for clockfix.</description>
<remarks>
<remark>
Engine source-code snippet (main.cpp): if(clockfix) millis = int(millis*(double(clockerror)/1000000));
</remark>
</remarks>
<references>
<identifierReference identifier="clockfix"/>
</references>
<value token="V" description="correction value" minValue="990000" maxValue="1010000" defaultValue="1000000"/>
</variable>
<variable name="clockfix">
<description>
Enables correction of the system clock.
</description>
<references>
<identifierReference identifier="clockerror"/>
</references>
<value token="B" description="enable correction" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="dbgts">
<description>Enable triangle debug.</description>
<remarks>
<remark>
Prints details while connecting triangles of 3d models.
</remark>
</remarks>
<value token="B" description="triangle debug" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="maxfps">
<description>
Limits the FPS (frames per second) of the game.
</description>
<value token="V" description="maximum FPS" minValue="0" maxValue="200" defaultValue="200"/>
</variable>
<variable name="maxtmus">
<description>
Gets the maximum number of supported textures when performing multitexturing.
</description>
<value token="V" description="max. number of textures" minValue="1" maxValue="0" defaultValue="0" readOnly="true"/>
</variable>
<variable name="minlod">
<description>
Minimal level of detail.
</description>
<value token="V" description="" minValue="25" maxValue="250" defaultValue="60"/>
</variable>
<variable name="modeacronyms">
<description>Toggles use of acronyms instead of full modenames in the serverbrowser.</description>
<value token="B" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="resetbinds">
<description>
Resets all binds back to their default values.
</description>
<remarks>
<remark>
This command executes the file /config/resetbinds.cfg which will bind all keys to the values specified in that
file, thus resetting the binds to their default values.
</remark>
</remarks>
</variable>
<variable name="changeteam">
<description>
Swaps your player to the enemy team.
</description>
</variable>
<variable name="resetcfg">
<description>
Determines if all settings should be reset when the game quits.
</description>
<remarks>
<remark>
It is recommended to quit the game immediately after enabling this setting. Note that the reset happens
only once as the value of this variable is reset as well.
</remark>
</remarks>
<references>
<identifierReference identifier="quit"/>
</references>
<value token="B" description="enable reset" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="smoothdist">
<description>
Determines the valid distance when extrapolating a players position.
</description>
<value token="V" description="distance" minValue="0" maxValue="16" defaultValue="8"/>
</variable>
<variable name="smoothmove">
<description>
Determines the speed when extrapolating a players position.
</description>
<value token="V" description="movement speed" minValue="0" maxValue="100" defaultValue="75"/>
</variable>
<variable name="throttle_accel">
<description>
Determines how fast network throttling accelerates.
</description>
<references>
<identifierReference identifier="throttle_accel"/>
<identifierReference identifier="throttle_decel"/>
</references>
<value token="V" description="acceleration" minValue="0" maxValue="32" defaultValue="2"/>
</variable>
<variable name="throttle_decel">
<description>
Determines how fast network throttling decelerates.
</description>
<references>
<identifierReference identifier="throttle_accel"/>
<identifierReference identifier="throttle_interval"/>
</references>
<value token="V" description="deceleration" minValue="0" maxValue="32" defaultValue="2"/>
</variable>
<variable name="throttle_interval">
<description>
Determines the interval of re-evaluating network throttling.
</description>
<references>
<identifierReference identifier="throttle_accel"/>
<identifierReference identifier="throttle_decel"/>
</references>
<value token="V" description="interval" minValue="0" maxValue="30" defaultValue="5" valueNotes="seconds"/>
</variable>
<variable name="tsswap">
<description>
Swaps vertices of model triangles.
</description>
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="version">
<description>
Gets an integer representing the game version. READ ONLY
</description>
<remarks>
<remark>As example, version 1.0 is represented as value 1000.</remark>
</remarks>
</variable>
<variable name="gamemode">
<description>Holds the current game mode. READ ONLY</description>
<examples>
<example>
<code><![CDATA[echo $gamemode]]></code>
<explanation>Output: 5</explanation>
</example>
</examples>
<references>
<identifierReference identifier="mode"/>
</references>
</variable>
<variable name="connected">
<description>Indicates if a connection to a server exists.</description>
<value token="B" description="the connection state" valueNotes="1 (connected), 0 (disconnected)" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="maxroll">
<description>Sets the maximum value the display will roll on strafing.</description>
<value token="N" description="the roll value" minValue="0" maxValue="20" defaultValue="0"/>
</variable>
</identifiers>
</section>
<section name="Gameplay" sortindex="02">
<description>
This section describes gameplay related identifiers.
</description>
<identifiers sort="true">
<command name="shiftweapon">
<description>shifts your selected weapon by a given delta. By default the mouse-wheel shifts one up or down according to your scroll direction.</description>
<defaultKeys>
<key alias="MOUSE4" description="cycle one up"/>
<key alias="MOUSE5" description="cycle one down"/>
</defaultKeys>
<arguments>
<argument token="D" description="delta" valueNotes="-N..-1,+1..N"/>
</arguments>
</command>
<command name="setscope">
<description>will display a scope for the sniper-rifle. used in the zoom-script (config/scripts.cfg [l. 92ff "alias zoom"]</description>
<arguments>
<argument token="Y" description="scope on?" valueNotes="0||1"/>
</arguments>
</command>
<command name="togglespect">
<description>cycles through all available spectator modes. Follow-1stPerson, Follow-3rdPerson, Follow-3rdPerson-transparent and Fly.</description>
<defaultKeys>
<key alias="SPACE" description="cycle spectator modes"/>
</defaultKeys>
</command>
<command name="whois">
<description>get the IP address of a given clientnumber - only admins get shown the last octet</description>
<arguments>
<argument token="C" description="clientnum"/>
</arguments>
</command>
<command name="vote">
<description>agree or disagree to the currently running vote</description>
<arguments>
<argument token="V" description="vote value" valueNotes="1 (yes) OR 2 (no)"/>
</arguments>
<defaultKeys>
<key alias="F1" description="votes YES"/>
<key alias="F2" description="votes NO"/>
</defaultKeys>
</command>
<command name="voicecom">
<arguments>
<argument token="S" description="sound" valueNotes="must be a registered voicecom-sound"/>
<argument token="T" description="text"/>
</arguments>
<defaultKeys>
<key alias="V" description="opens the voicecom menu, use number keys for your choice"/>
</defaultKeys>
</command>
<command name="mapname">
<description>returns the mapname</description>
</command>
<command name="mapsize">
<description>outputs the mapsize.</description>
</command>
<command name="loadcrosshair">
<description>Loads a crosshair for a specific weapon of - if the weapon argument is omitted or <0 - for all weapons.</description>
<arguments>
<argument token="I" description="image"/>
<argument token="W" description="weapon" valueNotes="-1,0..7"/>
</arguments>
</command>
<command name="idlebots">
<arguments>
<argument token="Y" description="off OR on" valueNotes="0||1"/>
</arguments>
</command>
<command name="kickallbots"/>
<command name="kickbot">
<arguments>
<argument token="N" description="botname"/>
</arguments>
</command>
<command name="lanconnect"/>
<command name="listdemos"/>
<command name="getdemo">
<arguments>
<argument token="X" description="number in list"/>
</arguments>
<references>
<identifierReference identifier="listdemos"/>
</references>
</command>
<command name="dropflag"/>
<command name="drawbeamtobots"/>
<command name="crouch"/>
<command name="addbot">
<description>add a bot for a given team with a given skill calling him a given name.</description>
<arguments>
<argument token="T" description="team"/>
<argument token="S" description="skill" valueNotes="best,good,medium,worse OR bad"/>
<argument token="N" description="name"/>
</arguments>
</command>
<command name="addnbot">
<description>will add a given count of bots for the given team with the given skill and select random names for them.</description>
<arguments>
<argument token="C" description="count"/>
<argument token="T" description="team"/>
<argument token="S" description="skill" valueNotes="best,good,medium,worse OR bad"/>
</arguments>
</command>
<command name="botskillall">
<argument token="S" description="botskill" valueNotes="best,good,medium,worse OR bad"/>
</command>
<command name="botskill">
<argument token="N" description="botname" valueNotes="the name of the bot"/>
<argument token="S" description="botskill" valueNotes="best,good,medium,worse OR bad"/>
</command>
<command name="botsshoot">
<argument token="Y" description="shooting bots?" valueNotes="0||1"/>
</command>
<command name="changefollowplayer">
<argument token="D" description="delta" valueNotes="how many players to shift +/-"/>
</command>
<command name="alive">
<description>Returns 1 if the local player is alive.</description>
<examples>
<example>
<code><![CDATA[echo (alive)]]></code>
<explanation>Output: 1</explanation>
</example>
</examples>
</command>
<command name="curmap">
<description>Returns the current map being played.</description>
<remarks>
<remark>If you pass it a non-zero value, the result will be path-less.</remark>
</remarks>
<examples>
<example>
<code><![CDATA[echo playing: (curmap) vote for: (curmap 1)]]></code>
<explanation>
output: playing maps/ac_complex vote for: ac_complex
</explanation>
</example>
</examples>
<references>
<identifierReference identifier="curmode"/>
<identifierReference identifier="map"/>
<identifierReference identifier="mode"/>
</references>
<arguments>
<argument token="I" description="clean" valueNotes="0, 1"/>
</arguments>
</command>
<command name="curmode">
<description>Returns the mode number for the current game.</description>
<references>
<identifierReference identifier="curmap"/>
<identifierReference identifier="map"/>
<identifierReference identifier="mode"/>
</references>
</command>
<command name="currentprimary">
<description>Returns the weapon-index the local player currently has selected as primary.</description>
<remarks>
<remark>This is not the same as curweapon - which could be a grenade or the knife.</remark>
</remarks>
<references>
<identifierReference identifier="nextprimary"/>
<identifierReference identifier="curweapon"/>
<identifierReference identifier="prevweapon"/>
<identifierReference identifier="weapon"/>
<identifierReference identifier="magcontent"/>
<identifierReference identifier="magreserve"/>
</references>
</command>
<command name="currole">
<description>Returns 1 if the local player has admin privileges, 0 otherwise.</description>
<references>
<identifierReference identifier="setadmin"/>
<identifierReference identifier="connectadmin"/>
</references>
</command>
<command name="curserver">
<description>Returns information on the current server - if you're connected to one.</description>
<remarks>
<remark>If I is 0 (omitted or any other value than the ones below) you will get a string with 'IP PORT'</remark>
<remark>If I is 1,2 or 3 you will get the IP, HostName or port respectively.</remark>
<remark>If I is 4 you get a string representing the current state of the peer - usually this should be 'connected'.</remark>
</remarks>
<arguments>
<argument token="I" description="info" valueNotes="0, 1, 2, 3 or 4"/>
</arguments>
<examples>
<example>
<code><![CDATA[echo [I am (curserver 4) to (curserver 2)]]]></code>
<explanation>Output: I am connected to ctf-only.assault-servers.net</explanation>
</example>
<example>
<code><![CDATA[last_server = ""
remember_server = [
if (strcmp (curserver 4) "connected")
[
last_server = (curserver 0)
echo "I'm remembering:" $last_server
] [
echo "you are not 'connected' - you" (concatword "are '" (curserver 4) "' !")
]
]
bind PRINT [
if (strcmp $last_server "") [
remember_server
] [
say (concat "^L2I was just ^Lfon^L3" $last_server)
last_server = ""
]
]]]>
</code>
<explanation>This will either remember or retrieve the last server you pressed the PrintScreen-key on.</explanation>
</example>
</examples>
</command>
<command name="curteam">
<description>Returns 1 if the local player is on the RVSF team, 0 if on CLA.</description>
<references>
<identifierReference identifier="team"/>
<identifierReference identifier="skin"/>
</references>
</command>
<command name="curweapon">
<description>Returns the weapon-index the local player is currently holding.</description>
<references>
<identifierReference identifier="currentprimary"/>
<identifierReference identifier="nextprimary"/>
<identifierReference identifier="prevweapon"/>
<identifierReference identifier="weapon"/>
<identifierReference identifier="magcontent"/>
<identifierReference identifier="magreserve"/>
</references>
</command>
<command name="prevweapon">
<description>Returns the weapon-index the local player was previously holding.</description>
<references>
<identifierReference identifier="currentprimary"/>
<identifierReference identifier="nextprimary"/>
<identifierReference identifier="curweapon"/>
<identifierReference identifier="weapon"/>
<identifierReference identifier="magcontent"/>
<identifierReference identifier="magreserve"/>
</references>
</command>
<variable name="hidecustomskins">
<value token="B" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="mdldyncache">
<value token="V" description="" minValue="1" maxValue="32" defaultValue="2"/>
</variable>
<variable name="mdlstatcache">
<value token="V" description="" minValue="1" maxValue="32" defaultValue="1"/>
</variable>
<command name="map">
<description>Loads up a map in the gamemode set previously by the 'mode' command.</description>
<remarks>
<remark>
If connected to a multiplayer server, it votes to load the map (others will have to type "map M" as well
to agree with loading this map). To vote for a map with a specific mode, set the mode before you issue the map command.
</remark>
<remark>
A map given as "blah" refers to "packages/maps/blah.cgz", "mypackage/blah" refers to "packages/mypackage/blah.cgz".
At every map load, "config/default_map_settings.cfg" is loaded which sets up all texture definitions, etc. Everything
defined there can be overridden per package or per map by creating a "mapname.cfg" which
contains whatever you want to do differently from the default.
</remark>
<remark>
When the map finishes it will load the next map when one is defined, otherwise it reloads the current map.
You can define what map follows a particular map by making an alias like (in the map script): alias nextmap_blah1 blah2
(loads "blah2" after "blah1").
</remark>
</remarks>
<arguments>
<argument token="M" description="Name of the map to load" valueNotes="string"/>
</arguments>
</command>
<command name="nextprimary">
<description>Returns the primary weapon on next respawn.</description>
<arguments>
<argument token="A" description="weapon id" valueNotes="value"/>
</arguments>
</command>
<command name="reload">
<description>Reloads the weapon.</description>
<arguments>
<argument token="A" description="" valueNotes="value"/>
</arguments>
</command>
<command name="skin">
<description>
Determines the skin of the current player.
</description>
<remarks>
<remark>
See the player model folder for the according skin-id.
</remark>
</remarks>
<arguments>
<argument token="N" description="skin id" valueNotes="value"/>
</arguments>
</command>
<command name="name">
<description>Sets the nick name for the local player.</description>
<arguments>
<argument token="N" description="the name"/>
</arguments>
</command>
<command name="say">
<description>Outputs text to other players.</description>
<remarks>
<remark>
If the text begins with a percent character (%),
only team mates will receive the message.
</remark>
</remarks>
<arguments>
<variableArgument token="S..." description="the text"/>
</arguments>
</command>
<command name="saycommand">
<description>
Puts a prompt on screen.
</description>
<remarks>
<remark>
this puts a prompt on screen that you can type into,
and will capture all keystrokes until you press return (or ESC to cancel).
If what you typed started with a "/", the rest of it will be executed as a command,
otherwise its something you "say" to all players.
</remark>
</remarks>
<defaultKeys>
<key alias="T" description="opens empty prompt"/>
<key alias="BACKQUOTE" name="`" description="opens a command prompt /"/>
<key alias="TAB" description="autocompletes commands/variables/aliases"/>
<key alias="UP" description="browse command history forwards"/>
<key alias="DOWN" description="browse command history backwards"/>
</defaultKeys>
<arguments>
<variableArgument token="S..." description="the text to display in the prompt" optional="true"/>
</arguments>
<references>
<identifierReference identifier="complete"/>
<identifierReference identifier="listcomplete"/>
<identifierReference identifier="inputcommand"/>
</references>
</command>
<command name="inputcommand">
<description>Makes an input perform a certain command.</description>
<arguments>
<argument token="I" description="input"/>
<argument token="C" description="command"/>
<argument token="P" description="prompt"/>
</arguments>
<references>
<identifierReference identifier="complete"/>
<identifierReference identifier="listcomplete"/>
<identifierReference identifier="saycommand"/>
</references>
<examples>
</examples>
</command>
<command name="complete">
<arguments>
<argument token="C" description="command" valueNotes="any command or alias"/>
<argument token="P" description="path" valueNotes="path to search"/>
<argument token="E" description="extension" valueNotes="extension to match"/>
</arguments>
<remarks>
<remark>The completion will work on the first word of your console input.</remark>
</remarks>
<examples>
<example>
<code><![CDATA[complete demo "demos" dmo]]></code>
<explanation>If you enter "/demo " and press TAB you will cycle through all available demos.</explanation>
</example>
<example>
<code><![CDATA[alias mapcomplete [complete $arg1 "packages/maps" cgz]]]></code>
<explanation>helper alias for quickly adding complete-definitions for all gamemodes - see config/script.cfg (below "Auto-Completions")</explanation>
</example>
</examples>
<references>
<identifierReference identifier="saycommand"/>
<identifierReference identifier="listcomplete"/>
</references>
</command>
<command name="listcomplete">
<argument token="A" description="" valueNotes="value"/>
<references>
<identifierReference identifier="saycommand"/>
<identifierReference identifier="complete"/>
</references>
</command>
<command name="nickcomplete">
<argument token="C" description="command" valueNotes="any command or alias"/>
<description>adds a command to complete nicknames on</description>
<remarks>
<remark>your own nick will be ignored</remark>
</remarks>
<examples>
<example>
<code><![CDATA[nickgreet = [ say (concat "Hello," (concatword $arg1 "!")) ]; nickcomplete nickgreet]]></code>
<explanation>with this you can enter "/nickgreet " and cycle via TAB to the nickname you want to greet.</explanation>
</example>
</examples>
<references>
<identifierReference identifier="complete"/>
</references>
</command>
<command name="connect">
<description>
Connects to a server.
</description>
<remarks>
<remark>
If the server name is omitted, the client will try to connect to an available server in the LAN.
If the port is omitted or set to 0, the default port will be used.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[connect 127.0.0.1 555 myServerPassword]]></code>
</example>
</examples>
<references>
<identifierReference identifier="connectadmin"/>
</references>
<arguments>
<argument token="N" description="the address of the server (hostname or IP)" optional="true"/>
<argument token="O" description="the port" optional="true"/>
<argument token="P" description="the server password" optional="true"/>
</arguments>
</command>
<command name="connectadmin">
<description>Connects to a server and tries to claim admin state.</description>
<remarks>
<remark>
This command will connect to a server just like the command 'connect' and
try to claim admin state. If the specified password is correct, the admin
will be able to connect even if he is locked out by ban, private master mode or taken client slots.
If successfully connected, bans assigned to the admin's host will be removed automatically. If all
client slots are taken a random client will be kicked to let the admin in.
</remark>
<remark>
If the server name ist omitted, the client will try to connect to an available server in the LAN.
If the port is omitted or set to 0, the default port will be used.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[connectadmin 127.0.0.1 777 myAdminPassword]]></code>
<explanation>connect as admin on port 777 of localhost</explanation>
</example>
<example>
<code><![CDATA[connectadmin "" 0 myAdminPassword]]></code>
<explanation>will try to connect to a LAN server on the default port as admin with the given password of "myAdminPassword".</explanation>
</example>
</examples>
<references>
<identifierReference identifier="currole"/>
<identifierReference identifier="connect"/>
</references>
<arguments>
<argument token="N" description="the address of the server (hostname or IP)" optional="true"/>
<argument token="O" description="the port" optional="true"/>
<argument token="P" description="the admin password"/>
</arguments>
</command>
<command name="disconnect">
<description>Leaves a server.</description>
</command>
<command name="team">
<description>Sets the team for the local player.</description>
<examples>
<example>
<code><![CDATA[team CLA]]></code>
</example>
</examples>
<arguments>
<argument token="S" description="the team name" valueNotes="either CLA or RVSF"/>
</arguments>
</command>
<command name="showscores">
<description>Shows or hides the scores.</description>
<defaultKeys>
<key alias="TAB"/>
</defaultKeys>
</command>
<command name="weapon">
<description>Changes the weapon.</description>
<arguments>
<argument token="N" description="the weapon number" valueNotes="0 (knife), 1 (pistol), 2 (shotgun), 3 (sub), 4 (sniper), 5 (assault), 6 (grenades)"/>
</arguments>
</command>
<command name="magcontent">
<description>Returns contents of current magazine.</description>
<remarks>
<remark>A knife will always return 1.</remark>
<remark>Weapons that aren't available will return -1.</remark>
</remarks>
<examples>
<example>
<code><![CDATA[wnames = "Knife Pistol Shotgun Sub Sniper Assault Grenades"
numtwo = [ if (< $arg1 10) [ result (concatword 0 $arg1) ] [ result $arg1 ] ]
ammoinfo = [
loop w (listlen $wnames) [
mc = (magcontent $w)
mr = (magreserve $w)
mt = (+ $mr $mc)
if (> $mt 0) [ echo (numtwo $mc) "/" (numtwo $mr) ":" (at $wnames $w) ]
]
]
Output:
01 / 01 : Knife
08 / 64 : Pistol
30 / 60 : Sub]]></code>
</example>
</examples>
<references>
<identifierReference identifier="curweapon"/>
<identifierReference identifier="currentprimary"/>
<identifierReference identifier="nextprimary"/>
<identifierReference identifier="prevweapon"/>
<identifierReference identifier="weapon"/>
<identifierReference identifier="magreserve"/>
</references>
<arguments>
<argument token="N" description="the weapon number" valueNotes="0 (knife), 1 (pistol), 2 (shotgun), 3 (sub), 4 (sniper), 5 (assault), 6 (grenades)"/>
</arguments>
</command>
<command name="magreserve">
<description>Returns contents of magazine reserve.</description>
<references>
<identifierReference identifier="curweapon"/>
<identifierReference identifier="currentprimary"/>
<identifierReference identifier="nextprimary"/>
<identifierReference identifier="prevweapon"/>
<identifierReference identifier="weapon"/>
<identifierReference identifier="magcontent"/>
</references>
<arguments>
<argument token="N" description="the weapon number" valueNotes="0 (knife), 1 (pistol), 2 (shotgun), 3 (sub), 4 (sniper), 5 (assault), 6 (grenades)"/>
</arguments>
</command>
<command name="getmap">
<description>Retrieves the last map that was sent to the server using 'sendmap'.</description>
<references>
<identifierReference identifier="sendmap"/>
</references>
</command>
<command name="spectate">
<description>
Toggle into spectator mode - only possible when you're dead!
</description>
<defaultKeys>
<key alias="SPACE" description="switch spectator mode"/>
<key alias="MOUSE4" description="next player"/>
<key alias="MOUSE5" description="previous player"/>
</defaultKeys>
</command>
<command name="stopdemo">
<description>
Stops any demo recording or playback.
</description>
</command>
<command name="watchingdemo">
<description>
Returns 1 when the current game is being played from a demo, else 0.
</description>
<examples>
<example>
<code><![CDATA[echo I am (at [not now] (watchingdemo)) watching a demo. "so, are you?"]]></code>
</example>
</examples>
<return token="B" description="truth value"/>
</command>
<command name="suicide">
<description>
Kills your player. You will lose 1 frag point and gain 1 death point when using this command.
</description>
</command>
<command name="demo">
<description>Plays a recorded demo.</description>
<remarks>
<remark>
Playback is interpolated for the player whose perspective you view.
</remark>
</remarks>
<arguments>
<argument token="S" description="the demo name"/>
</arguments>
</command>
<variable name="xhairwpsel">
<description>
Determines if bot waypoints should be selected/placed using the crosshair or by the nearest location to your player.
</description>
<value token="V" description="Note: This is turned on by default." minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="minutesremaining">
<description>Returns the remaining minutes of the currently played game. READ ONLY</description>
</variable>
<variable name="paused">
<description>
Determines if the game should be paused.
</description>
<value token="B" description="pause game" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="autoreload">
<description>Indicates if the weapons should be reloaded automatically.</description>
<value token="B" description="the autoreload state" minValue="0" maxValue="1" defaultValue="1" valueNotes="on (1), off (0)"/>
</variable>
<variable name="scopefov">
<description>
Determines the FOV when scoping.
</description>
<references>
<identifierReference identifier="fov"/>
</references>
<value token="V" description="" minValue="5" maxValue="50" defaultValue="50"/>
</variable>
<variable name="showmap">
<description>
Determines if the mini-map should be shown on screen.
</description>
<value token="B" description="show mini-map" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="showscoresondeath">
<description>
Determines if scores should be shown on death.
</description>
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="footsteps">
<description>Indicates if the footsteps sound should be played</description>
<value token="B" description="enable footsteps" minValue="0" maxValue="1" defaultValue="1" valueNotes="1 (true), 0 (false)"/>
</variable>
<variable name="localfootsteps">
<description>Indicates if the footsteps sound for the local player should be played</description>
<value token="B" description="enable footsteps" minValue="0" maxValue="1" defaultValue="1" valueNotes="1 (true), 0 (false)"/>
</variable>
<variable name="footstepalign">
<description>Maximum time span between player animation and the playback of the footstep sound</description>
<remarks>
<remark>
If the footstep sound would be played immediately when entering the radius of the other player, it would
not be synchronous to the player model animation.
</remark>
</remarks>
<value token="T" description="time span" minValue="5" maxValue="4000" defaultValue="15"/>
</variable>
<variable name="gamespeed">
<description>Sets the gamespeed in percent.</description>
<remarks>
<remark>This does not work in multiplayer. For entertainment purposes only :)</remark>
</remarks>
<value token="N" description="the game speed" minValue="10" maxValue="1000" defaultValue="100"/>
</variable>
</identifiers>
</section>
<section name="Editing" sortindex="09">
<identifiers sort="true">
<command name="togglegrap">
<description>Will toggle the focus of the mouse in game. Normally you can use your mouse to look around, when you type this command your mouse cursor is visible and can be used as normally. This is only useful when you run cube windowed, of course.</description>
</command>
<command name="getentattr">
<argument token="A" description="attribute" valueNotes="0..3"/>
</command>
<command name="getenttype"/>
<command name="edittag">
<arguments>
<argument token="T" description="tag" valueNotes="integer value"/>
</arguments>
</command>
<command name="setjumpwp">
<references>
<identifierReference identifier="unsetjumpwp"/>
</references>
</command>
<command name="unsetjumpwp">
<references>
<identifierReference identifier="setjumpwp"/>
</references>
</command>
<command name="wpclear"/>
<command name="wpflood"/>
<command name="wpinfo">
<description>makes waypoints visible and either turns on or off the waypoint information display.</description>
<arguments>
<argument token="Y" description="show info?" valueNotes="0||1"/>
</arguments>
</command>
<command name="wpload"/>
<command name="wpsave"/>
<command name="wpvisible">
<arguments>
<argument token="V" description="visible" valueNotes="0||1"/>
</arguments>
</command>
<command name="setwpyaw">
<description>takes the current player yaw for the current waypoint</description>
</command>
<command name="telebot"/>
<command name="togglebotview">
<description>When used you will see what the bot sees. Type it again (with or without name) to return to the game(you will respawn).</description>
<arguments>
<argument token="N" description="botname"/>
</arguments>
</command>
<command name="testvisible">
<arguments>
<argument token="D" description="direction" valueNotes="0..5 for Forward, Backward, Left, Right, Up AND Down"/>
</arguments>
</command>
<command name="addpath1way1"/>
<command name="addpath1way2"/>
<command name="addpath2way1"/>
<command name="addpath2way2"/>
<command name="addwp">
<argument token="A" description="autoconnect" valueNotes="0||1"/>
</command>
<command name="autowp">
<argument token="O" description="on" valueNotes="0||1"/>
</command>
<command name="delpath1way1"/>
<command name="delpath1way2"/>
<command name="delpath2way1"/>
<command name="delpath2way2"/>
<command name="delwp"/>
<command name="applymapsoundchanges">
<description>during map editing, drop all mapsounds so they can be re-added</description>
</command>
<variable name="editing">
<value token="V" description="" minValue="1" maxValue="0" defaultValue="0"/>
</variable>
<command name="edittoggle">
<description><![CDATA[switches between map edit mode and normal.]]></description>
<remarks>
<remark>
In map edit mode you can select bits of the map by clicking or dragging your crosshair on the floor
or ceiling (using the "attack" identifier, normally MOUSE1), then use the identifiers below to
modify the selection. While in edit mode, physics and collision don't apply (noclip), and key repeat is ON.
Note that if you fly outside the map, cube still renders the world as if you were standing on the floor
directly below the camera.
</remark>
<remark>
Hotkey E
</remark>
</remarks>
<references>
<identifierReference name="select" identifier="select"/>
<!-- broken : was wiki.cubers.net before, but still <webReference name="The Editing Mode" url="http://assault.cubers.net/wiki/EditingMode"/> -->
</references>
</command>
<command name="edittex">
<description><![CDATA[Changes the texture on current selection by browsing through a list of textures directly shown on the cubes.]]></description>
<remarks>
<remark>
Default keys are the six keys above the cursor keys, which each 2 of them cycle one type (and numpad 7/4 for upper).
</remark>
<remark>
The way this works is slightly strange at first, but allows for very fast texture assignment. All textures are in 3 individual lists for each type (both wall kinds treated the same), and each time a texture is used, it is moved to the top of the list. So after a bit of editing, all your most frequently used textures will come first when pressing these keys, and the most recently used texture is set immediately when you press the forward key for the type. These lists are saved with the map. make a selection (including wall bits) and press these keys to get a feel for what they do.
</remark>
</remarks>
<arguments>
<argument token="T" description="an integer denoting the type" valueNotes="0 (floor), 1 (lower or wall), 2 (ceiling), 3 (upper wall)"/>
<argument token="D" description="the direction you want to cycle the textures in" valueNotes="1 (forwards), -1 (backwards)"/>
</arguments>
</command>
<command name="editheight">
<description><![CDATA[Changes the height of the current selection.]]></description>
<remarks>
<remark>
Default keys are [ and ] for floor level, and o/p for ceiling.
</remark>
</remarks>
<arguments>
<argument token="T" description="an integer denoting the type" valueNotes="0 (floor), 2 (ceiling)"/>
<argument token="D" description="the delta value to move it in" valueNotes="1 (forwards), -1 (backwards)"/>
</arguments>
</command>
<command name="solid">
<description>makes the current selection all solid (i.e. wall) or all non-solid.</description>
<remarks>
<remark>
This operation retains floor/ceiling heights/textures while swapping between the two. Default keys f and g respectively.
</remark>
</remarks>
<arguments>
<argument token="B" description="an integer denoting the solid-ness" valueNotes="0 (non-solid), 1..* (solid)"/>
</arguments>
</command>
<command name="equalize">
<description>Levels the floor/ceiling of the selection.</description>
<remarks>
<remark>
default keys , and .
</remark>
</remarks>
<arguments>
<argument token="T" description="an integer denoting the type" valueNotes="0 (floor), 2 (ceiling)"/>
</arguments>
</command>
<command name="heightfield">
<description>Marks the current selection as a heightfield.</description>
<remarks>
<remark>
marks the current selection as a heightfield, with T being floor or ceiling, as above.
A surface marked as heightfield will use the vdelta values (see below) of its 4 corners to create a sloped surface.
To mark a heightfield as normal again (ignoring vdelta values, set or not) use "solid 0".
Default keys are h (floor) and i (ceiling).
</remark>
<remark>
Heightfields should be made the exact size that is needed, not more not less.
The most important reason for this is that cube automatically generates "caps" (side-faces for heightfields)
only on the borders of the heightfield. This also means if you have 2 independent heightfields accidentally
touch each other, you will not get correct caps. Also, a heightfield is slightly slower to render than a
non-heightfield floor or ceiling. Last but not least, a heightfield should have all the same baseheight
(i.e. the height determined by a normal editheight operation) to get correct results.
</remark>
</remarks>
<references>
<identifierReference name="vdelta" identifier="vdelta"/>
</references>
<arguments>
<argument token="T" description="an integer denoting the type" valueNotes="0 (floor), 2 (ceiling)"/>
</arguments>
</command>
<command name="vdelta">
<description>changes the vdelta value of the current selection</description>
<remarks>
<remark>
Note that unlike all other editing functions, this function doesn't affect a cube, but its top-left vertex
(market by the dot in the editing cursor). So to edit a N * M heightfield, you will likely have to edit
the vdelta of (N+1) * (M+1) cubes, i.e. you have to select 1 row and 1 column more in the opposite direction
of the red dot to affect all the vertices of a heightfield of a given size (try it, it makes sense :)
</remark>
<remark>
A floor delta offsets vertices to beneath the level set by editheight (and a ceil delta to above). Delta offsets have a precision of a quarter of a unit, however you should use non-unitsize vertices only to touch other such vertices. Default keys are 8 and 9 to decrease/increase the vdelta.
</remark>
</remarks>
<arguments>
<argument token="N" description="vdelta value"/>
</arguments>
</command>
<command name="corner">
<description>Makes the current selection into a "corner".</description>
<remarks>
<remark>
Currently there is only one type of corner (a 45 degree one), only works on a single unit (cube) at a time.
It can be positioned either next to 2 solid walls or
in the middle of 2 higher floorlevels and 2 lower ones forming a diagonal (and similar with ceiling).
</remark>
<remark>
In both cases, the corner will orient itself automatically depending on its neighbours, behaviour with other
configurations than the 2 above is unspecified. Since the latter configuration generates possibly 2 floor and
2 ceiling levels, up to 4 textures are used: for example for the 2 floors the higher one will of the cube
itself, and the lower one of a neighbouring low cube. You can make bigger corners at once by
issuing "corner" on grid aligned 2x2/4x4/8x8 selections, with equal size solid blocks next to them.
</remark>
</remarks>
<defaultKeys>
<key alias="K"/>
</defaultKeys>
</command>
<command name="undo">
<description>Multi-level undo of any of the changes caused by editing operations</description>
<remarks>
<remark>hotkey u</remark>
</remarks>
</command>
<command name="undomegs">
<description>Sets the number of megabytes used for the undo buffer.</description>
<remarks>
<remark>
undo's work for any size areas, so the amount of undo steps per megabyte is more for small areas
than for big ones (a megabyte fits 280 undo steps on a 16x16 area, but only 4 steps on a 128x128 area).
</remark>
</remarks>
<arguments>
<argument token="N" description="number of megabytes, default is 1" valueNotes="integer"/>
</arguments>
</command>
<command name="copy">
<description>Copies the current selection into a buffer.</description>
<remarks>
<remark>hotkey c</remark>
</remarks>
</command>
<command name="paste">
<description>Pastes a previously copied selection.</description>
<remarks>
<remark>
To paste a selection back requires a same size selection at the destination location. If it is not the same
size the selection will be resized automatically prior to the paste operation (with the red dot as anchor),
which is easier for large selections.
</remark>
<remark>
hotkey v
</remark>
</remarks>
</command>
<command name="replace">
<description>Repeats the last texture edit throughout the map.</description>
<remarks>
<remark>
The way it works is intuitive: simply edit any texture anywhere, then using "replace" will replace
all textures throughout the map in the same way (taking into account whether it was a floor/wall/ceil/upper too).
If the there was more than one "old" texture in your selection, the one nearest to the red dot is used.
This operation can't be undone.
</remark>
</remarks>
</command>
<command name="newent">
<description>Adds a new entity</description>
<remarks>
<remark>
(x,y) is determined by the current selection (the red dot corner) and z by the camera height, of said type. Type is a string giving the type of entity, such as "light", and may optionally take values (depending on the entity).
</remark>
</remarks>
<arguments>
<argument token="type" description="the entity type" valueNotes="light, sound, clip, playerstart, pistol, ammobox, grenades, health, armour, akimbo, mapmodel, ladder, ctf-flag"/>
<argument token="value1" description="see newent 'type'"/>
<argument token="value2" description="see newent 'type'"/>
<argument token="value3" description="see newent 'type'"/>
<argument token="value4" description="see newent 'type'"/>
</arguments>
</command>
<command name="newent light">
<description>Adds a new light entity</description>
<remarks>
<remark>
if only argument R is specified, it is interpreted as brightness for white light.
</remark>
</remarks>
<arguments>
<argument token="radius" description="the light radius" valueNotes="1..32"/>
<argument token="R" description="red colour component. see remarks below." valueNotes="1..255"/>
<argument token="G" description="green colour component" valueNotes="1..255"/>
<argument token="B" description="blue colour component" valueNotes="1..255"/>
</arguments>
</command>
<command name="newent playerstart">
<description>Adds a new spawn spot.</description>
<remarks>
<remark>The yaw is taken from the current camera yaw.</remark>
</remarks>
</command>
<command name="newent ammobox">
<description>Adds a new ammo box item.</description>
</command>
<command name="newent pistol">
<description>Adds a pistol magazine item.</description>
</command>
<command name="newent grenades">
<description>Adds a new grenades item.</description>
</command>
<command name="newent health">
<description>Adds a new health item.</description>
</command>
<command name="newent armour">
<description>Adds a new armour item.</description>
</command>
<command name="newent akimbo">
<description>Adds a new akimbo item.</description>
</command>
<command name="newent mapmodel">
<description>Adds a map model to the map (i.e. a rendered md2/md3 model which you collide against but has no behaviour or movement)</description>
<remarks>
<remark>
The mapmodel identifier is the desired map model which is defined by the 'mapmodel' command. The order in which
the mapmodel is placed in the map config file defines the mapmodel identifier.
The map texture refers to a texture which is defined by the 'texture' command, if omitted the
models default skin will be used. The 'mapmodel' and 'texture' commands are placed in the map config normally.
Mapmodels are more expensive than normal map geometry, so do not use insane amounts of them to replace normal geometry.
</remark>
</remarks>
<arguments>
<argument token="N" description="The mapmodel identifier" valueNotes="Integer"/>
<argument token="Z" description="Extra elevation above ground" valueNotes="Integer"/>
<argument token="T" description="The map texture to use (optional)" valueNotes="Integer"/>
</arguments>
</command>
<command name="newent ctf-flag">
<description>Adds a CTF flag entity.</description>
<remarks>
<remark>
Note that this entity is only rendered as flag if the current game mode is CTF.
</remark>
</remarks>
<arguments>
<argument token="T" description="denotes the flag's team" valueNotes="0 (CLA), 1 (RVSF)"/>
</arguments>
</command>
<command name="newent ladder">
<description>Adds a ladder entity.</description>
<remarks>
<remark>
Note that this entity is used for physics only, to create a visual ladder you
will need to add a mapmodel entity too.
</remark>
</remarks>
<references>
<identifierReference name="newent mapmodel" identifier="newent mapmodel"/>
</references>
<arguments>
<argument token="H" description="the height of the ladder" valueNotes="integer"/>
</arguments>
</command>
<command name="newent sound">
<description>Adds a sound entity.</description>
<remarks>
<remark>
Will play map-specific sound so long as the player is within the radius.
However, only up to the max uses allowed for N (specified in the mapsound command) will play, even if the player is within the radius of more N sounds than the max.
By default (size 0), the sound is a point source. Its volume is maximal at the entity's location, and tapers off to 0 at the radius. If size is specified,
the volume is maximal within the specified size, and only starts tapering once outside this distance. Radius is always defined as distance from the entity's location,
so a size greater than or equal to the radius will just make a sound that is always max volume within the radius, and off outside.
</remark>
<remark>
A sound entity can be either ambient or non-ambient. Ambient sounds have no specific direction, they are 'just there'. Non-ambient sounds however appear to come from a specific direction (stereo panning).
If S is set to 0, the sound is a single point and will therefore be non-ambient. However if S is greater than 0, the sound will be ambient as it covers a specified area instead of being a single point.
</remark>
</remarks>
<references>
<identifierReference identifier="mapsound"/>
</references>
<arguments>
<argument token="N" description="the sound to play" valueNotes="integer"/>
<argument token="R" description="the radius"/>
<argument token="S" description="the size" optional="true" valueNotes="default 0"/>
<argument token="V" description="the volume" optional="true" valueNotes="default 255"/>
</arguments>
</command>
<command name="newent clip">
<description>Adds a clip entity.</description>
<remarks>
<remark>
Defines a clipping box against which the player will collide.
</remark>
</remarks>
<arguments>
<argument token="Z" description="elevation above the ground" valueNotes="integer"/>
<argument token="X" description="X radius around the box center" valueNotes="integer"/>
<argument token="Y" description="Y radius around the box center" valueNotes="integer"/>
<argument token="H" description="height of the box" valueNotes="integer"/>
</arguments>
</command>
<command name="delent">
<description>Deletes the entity closest to the player</description>
<remarks>
<remark>hotkey x</remark>
</remarks>
</command>
<command name="entset">
<description>Edits the closest entity.</description>
<remarks>
<remark>
Overwrites the closest entity with the specified values.
</remark>
</remarks>
<arguments>
<argument token="type" description="the entity type" valueNotes="light, sound, clip, playerstart, clips, ammobox, grenades, health, armour, akimbo, mapmodel, ladder, ctf-flag"/>
<argument token="value1" description="see newent 'type'"/>
<argument token="value2" description="see newent 'type'"/>
<argument token="value3" description="see newent 'type'"/>
<argument token="value4" description="see newent 'type'"/>
</arguments>
</command>
<command name="entproperty">
<description>Changes property of the closest entity.</description>
<remarks>
<remark>For example 'entproperty 0 2' when executed near a lightsource would increase its radius by 2.</remark>
</remarks>
<arguments>
<argument token="P" description="the property to change" valueNotes="0..3"/>
<argument token="A" description="amount by wich the property is increased" valueNotes="integer"/>
</arguments>
</command>
<command name="clearents">
<description>Deletes all entities of said type.</description>
<arguments>
<argument token="T" description="the entity type, see command 'newent'" valueNotes="string"/>
</arguments>
</command>
<command name="recalc">
<description>Recomputes all there is to recompute about a map, currently only lighting.</description>
<remarks>
<remark>hotkey R</remark>
</remarks>
</command>
<command name="savemap">
<description>Saves the current map.</description>
<remarks>
<remark>
savemap makes a versioned backup (mapname_N.BAK) if a map by that name already exists.
If the name argument is omitted, it is saved under the current map name.
</remark>
<remark>
Where you store a map depends on the complexity of what you are creating: if its a single
map (maybe with its own .cfg) then the "base" package is the best place. If its multiple maps
or a map with new media (textures etc.) its better to store it in its own package (a directory under "packages"),
which makes distributing it less messy.
</remark>
</remarks>
<references>
<identifierReference name="map" identifier="map"/>
</references>
<arguments>
<argument token="M" description="file name of the map, see command 'map' for the naming scheme" valueNotes="string"/>
</arguments>
</command>
<command name="newmap">
<description>Creates a new map.</description>
<remarks>
<remark>
The new map has 2^S cubes. For S, 6 is small, 7 medium, 8 large.
</remark>
</remarks>
<arguments>
<argument token="S" description="the size of the new map" valueNotes="6..12"/>
</arguments>
</command>
<command name="mapenlarge">
<description>Enlarges the current map.</description>
<remarks>
<remark>
This command will make the current map 1 power of two bigger.
So a 6 size map (64x64 units) it will become a 7 map (128x128),
with the old map in the middle (from 32-96) and the new areas solid.
</remark>
</remarks>
<references>
<identifierReference name="newmap" identifier="newmap"/>
</references>
</command>
<command name="mapmsg">
<description>Sets the map message, which will be displayed when the map loads.</description>
<remarks>
<remark>You will need to use quote marks around the message, otherwise it save the message correctly.</remark>
<remark>For example: /mapmsg "Map By Author"</remark>
</remarks>
<arguments>
<argument token="M" description="The map message" valueNotes="String"/>
</arguments>
</command>
<command name="waterlevel">
<description>Sets the global water level for the map.</description>
<remarks>
<remark>
Every cube that has a lower floor than the water level will be rendered with a nice wavy
water alpha texture. Water physics will be applied to any entity located below it.
</remark>
<remark>
Performance notes: water is rendered for a whole square encapsulating all visible water areas
in the map (try flying above the map in edit mode to see how). So the most efficient water is
a single body of water, or multiple water areas that are mostly not visible from each other.
Players can influence how accurate the water is rendered using the "watersubdiv" command (map config).
</remark>
</remarks>
<arguments>
<argument token="H" description="the water level" valueNotes="integer"/>
</arguments>
</command>
<command name="fullbright">
<description>Sets all light values to fullbright.</description>
<remarks>
<remark>Will be reset when you issue a 'recalc'. Only works in edit mode.</remark>
</remarks>
<arguments>
<argument token="B" description="sets fullbright on or off" valueNotes="0 (off), 1 (on)"/>
</arguments>
</command>
<command name="showmip">
<description>Toggles between showing what parts of the scenery are rendered.</description>
<remarks>
<remark>
Shows what parts of the scenery are rendered using what size cubes, and outputs some statistics about it.
This can give map editors hints as to what architecture to align, textures to change, etc.
</remark>
</remarks>
</command>
<command name="toggleocull">
<description>Turns occlusion culling on and off.</description>
<remarks>
<remark>
The reason one may want to turn it off is to get an overview of the map from above,
without having all occluded bits stripped out.
</remark>
</remarks>
</command>
<command name="slope">
<description>Makes a slope out of the current selection.</description>
<remarks>
<remark>
The selection must be a heightfield before this command can be used.
The steps specify the slope with the red vertex as left-top,
i.e. "slope 1 2" will make a slope that increases just 1 step from left to right,
and is slightly steeper from top to bottom. "slope -6 0" decreases steeply from left to right,
and does not slope at all from top to bottom. Note that like the vdelta command,
an increasing vdelta goes further away from the player, regardless of floor or ceiling.
</remark>
</remarks>
<arguments>
<argument token="X" description="x delta step" valueNotes="integer"/>
<argument token="Y" description="y delta step" valueNotes="integer"/>
</arguments>
</command>
<command name="arch">
<description>Makes an arch out of the current selection.</description>
<remarks>
<remark>
The selection must be a heightfield before this command can be used.
Will make the arch in the long direction, i.e when you have 6x2 cubes selected, the arch will span 7 vertices.
Optionally, sidedelta specifies the delta to add to the outer rows of vertices in the other direction,
i.e. give the impression of an arch that bends 2 ways (try "arch 2" on an selection of at least 2 thick to see the effect).
Not all arch sizes are necessarily available, see config/prefabs.cfg.
</remark>
</remarks>
<arguments>
<argument token="S" description="side delta (optional)"/>
</arguments>
</command>
<command name="archvertex">
<description>Defines a vertex delta for a specific arch span prefab, used by the 'arch' command.</description>
<remarks>
<remark>See config/prefabs.cfg for an example on usage.</remark>
</remarks>
<arguments>
<argument token="S" description="span value" valueNotes="integer"/>
<argument token="V" description="vertex value" valueNotes="integer"/>
<argument token="D" description="delta value" valueNotes="integer"/>
</arguments>
</command>
<command name="perlin">
<description>Generates a perlin noise landscape in the current selection.</description>
<remarks>
<remark>
Keep the seed the same to create multiple perlin areas which fit with each other,
or use different numbers if to create alternative random generations.
</remark>
</remarks>
<arguments>
<argument token="S" description="the scale, frequency of the features" valueNotes="default is 10"/>
<argument token="E" description="the random seed" valueNotes="integer"/>
<argument token="C" description="cube size, how many cubes to generate a surface for at once (unused)"/>
</arguments>
</command>
<command name="select">
<description>Selects the given area, as if dragged with the mouse.</description>
<remarks>
<remark>
This command is useful for making complex geometry-generating scripts.
The current dimensions of the selection (either created by the user or this command)
are in the variables selx, sely, selxs and selys and can also be read/modified.
</remark>
<remark>
Coordinates are as follows: after a "newmap 6" the top-left corner (the one where the red dot points) are (8,8),
the opposite corner is (56,56) (or (120,120) on a "newmap 7" etc.).
</remark>
</remarks>
<references>
<identifierReference name="selx" identifier="selx"/>
<identifierReference name="sely" identifier="sely"/>
<identifierReference name="selxs" identifier="selxs"/>
<identifierReference name="selys" identifier="selys"/>
</references>
<arguments>
<argument token="X" description="the X coordinate"/>
<argument token="Y" description="the Y coordinate"/>
<argument token="XS" description="the length along the X axis"/>
<argument token="XY" description="the length along the Y axis"/>
</arguments>
</command>
<command name="registersound">
<description>Registers a sound.</description>
<remarks>
<remark>
This command returns the sound number, which is assigned from 0 onwards,
and which can be used with "sound" command. If the sound was already registered,
its existing index is returned. registersound does not actually load the sound, this is done on first play.
</remark>
<remark>
See for example config/sounds.cfg.
</remark>
</remarks>
<references>
<identifierReference name="sound" identifier="sound"/>
</references>
<arguments>
<argument token="N" description="sound name" valueNotes="string, see config/sounds.cfg"/>
</arguments>
</command>
<command name="scalelights">
<description>Scales all lights in the map.</description>
<remarks>
<remark>
This command is useful if a map is too dark or bright but you want to keep the light entities where they are.
</remark>
</remarks>
<arguments>
<argument token="P" description="percentage"/>
<argument token="I" description="intensity"/>
</arguments>
</command>
<variable name="Map editing">
<description>A variable indicating if the game is in editmode.</description>
<value token="B" description="editmode" minValue="0" maxValue="1" readOnly="true" valueNotes="1 (true), 0 (false)" defaultValue="0"/>
</variable>
<variable name="flrceil">
<description>A variable indicating if the player looks at the floor or at the ceiling.</description>
<value token="B" description="flrceil" minValue="0" maxValue="2" readOnly="true" valueNotes="0 (floor), 2 (ceiling)" defaultValue="0"/>
</variable>
<variable name="lightscale">
<description>Used to finetune the "overbright lighting" rendering feature when enabled.</description>
<remarks>
<remark>
After changing this value, a "recalc" is needed to see the differences.
</remark>
</remarks>
<references>
<identifierReference identifier="recalc"/>
</references>
<value token="N" description="the brightness of the scene" minValue="1" maxValue="100" defaultValue="4"/>
</variable>
</identifiers>
</section>
<section name="Menus" sortindex="11">
<description>This section describes identifiers related to the menu gui.</description>
<identifiers sort="true">
<command name="menuinit">
<description>Specifies commands to be executed when a menu opens.</description>
<references>
<identifierReference identifier="newmenu"/>
</references>
<remarks>
<remark>This command should be placed after newmenu.</remark>
</remarks>
<arguments>
<argument token="C" description="The code to execute on init"/>
</arguments>
</command>
<command name="newmenu">
<description>Creates a new menu.</description>
<references>
<identifierReference identifier="menuitem"/>
</references>
<remarks>
<remark>
All menu commands placed after newmenu (i.e. menuitem, menuitemcheckbox, etc) are added
into the menu until another "newmenu" command is specified.
</remark>
</remarks>
<arguments>
<argument token="N" description="The name of the menu"/>
</arguments>
</command>
<command name="menuitem">
<description>Creates a new menuitem.</description>
<remarks>
<remark>
Upon activating the menuitem, the associated command will be executed.
(See config/menus.cfg for examples). If the command argument is omitted,
then it will be set to the same value as the description. If -1 is specified
instead of the command to execute, then no command is executed when activating the item.
If the rollover option is used, the menuitem will execute that command when selecting (but not activating)
the menuitem.
</remark>
<remark>
(Note: To activate the menu item, select it, and either: Click, press SPACE or press ENTER/Return).
</remark>
</remarks>
<references>
<identifierReference identifier="newmenu"/>
</references>
<arguments>
<argument token="N" description="The menuitem description."/>
<argument token="A" description="The command to execute on selection of the menuitem." optional="true"/>
<argument token="H" description="The command to execute upon rolling over the menuitem." optional="true"/>
</arguments>
</command>
<command name="menuitemcheckbox">
<argument token="T" description="text"/>
<argument token="V" description="value"/>
<argument token="A" description="action"/>
</command>
<command name="menuitemimage">
<argument token="N" description="name"/>
<argument token="T" description="text"/>
<argument token="A" description="action"/>
<argument token="H" description="hoveraction"/>
</command>
<command name="menuitemkeyinput">
<argument token="T" description="text"/>
<argument token="B" description="bind command"/>
</command>
<command name="menuitemslider">
<argument token="T" description="text"/>
<argument token="L" description="min"/>
<argument token="U" description="max"/>
<argument token="V" description="value"/>
<argument token="S" description="step"/>
<argument token="D" description="display"/>
<argument token="A" description="action"/>
</command>
<command name="menuitemtextinput">
<argument token="T" description="text"/>
<argument token="V" description="value"/>
<argument token="A" description="action"/>
<argument token="H" description="hoveraction"/>
<argument token="M" description="maxchars"/>
</command>
<command name="showmenu">
<description>Displays the specified menu.</description>
<remarks>
<remark>
The menu allows the user to pick an item with the cursor keys.
Upon pressing return, the associated action will be executed.
Pressing ESC will cancel the menu.
</remark>
</remarks>
<arguments>
<argument token="N" description="the name of a previously defined menu"/>
</arguments>
<references>
<identifierReference identifier="closemenu"/>
</references>
</command>
<command name="closemenu">
<description>Closes the specified menu if it is open.</description>
<remarks>
<remark>
If it is open multiple times in the stack only the topmost instance will be closed!
</remark>
</remarks>
<arguments>
<argument token="N" description="the name of a previously defined menu"/>
</arguments>
<references>
<identifierReference identifier="showmenu"/>
</references>
</command>
<command name="menumdl">
<description>Specifies a model to render while displaying the last added menu.</description>
<arguments>
<argument token="M" description="the model"/>
<argument token="A" description="the animation to play"/>
<argument token="R" description="the rotation speed"/>
<argument token="S" description="the scale"/>
</arguments>
</command>
<command name="chmenumdl">
<description>Changes the menu model of a specified menu.</description>
<references>
<identifierReference identifier="menumdl"/>
</references>
<arguments>
<argument token="N" description="the name of the menu"/>
<argument token="M" description="the (new) model"/>
<argument token="A" description="the animation to play"/>
<argument token="R" description="the rotation speed"/>
<argument token="S" description="the scale"/>
</arguments>
</command>
</identifiers>
</section>
<section name="Head-Up Display" sortindex="06">
<description>This section describes the identifiers to configure the head-up display (HUD).</description>
<identifiers>
<command name="clearminimap">
<description>Recreates the minimap for the current map.</description>
<references>
<identifierReference identifier="minimapres"/>
</references>
</command>
<command name="history">
<description>Executes the specified command in the command line history.</description>
<remarks>
<remark>
For example, binding "history 1" to a key allows you to quickly repeat the last
command typed in (useful for placing many identical entities etc.)
</remark>
</remarks>
<arguments>
<argument token="N" description="the N'th command from the history"/>
</arguments>
</command>
<command name="conskip">
<description>
Allows to browse through the console history by offsetting the console output.
</description>
<defaultKeys>
<key alias="KP_MINUS" name="- on the keypad" description="scrolls into the history (conskip 1)"/>
<key alias="KP_PLUS" name="+ on the keypad" description="resets the history (conskip -1000)"/>
</defaultKeys>
<arguments>
<argument token="N" description="the offset"/>
</arguments>
</command>
<variable name="minimapres">
<description>Sets the resolution for the minimap.</description>
<references>
<identifierReference identifier="clearminimap"/>
</references>
<value token="N" description="the resolution" minValue="7" maxValue="10" defaultValue="9"/>
</variable>
<variable name="hidecompass">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hidedamageindicator">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="confade">
<value token="V" description="" minValue="0" maxValue="60" defaultValue="20"/>
</variable>
<variable name="maxcon">
<value token="V" description="" minValue="10" maxValue="1000" defaultValue="200"/>
</variable>
<variable name="consize">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="6"/>
<references>
<identifierReference identifier="altconsize"/>
<identifierReference identifier="fullconsize"/>
</references>
</variable>
<variable name="altconsize">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="0"/>
<references>
<identifierReference identifier="consize"/>
<identifierReference identifier="fullconsize"/>
</references>
</variable>
<variable name="fullconsize">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="40"/>
<references>
<identifierReference identifier="consize"/>
<identifierReference identifier="altconsize"/>
</references>
</variable>
<variable name="aboveheadiconfadetime">
<value token="V" description="" minValue="1" maxValue="10000" defaultValue="2000"/>
</variable>
<variable name="hideconsole">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hidehudequipment">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hidehudmsgs">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hidespecthud">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hidectfhud">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hideteam">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hideradar">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="hidevote">
<value token="V" description="" minValue="0" maxValue="2" defaultValue="0"/>
</variable>
<variable name="hudgun">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="hidestats">
<description>Turns on/off display of fps/rendering stats on the HUD.</description>
<value token="B" description="Turns the stats off (1) or on (0)" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="recoiltest">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="maxrecoil">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="1000"/>
</variable>
<variable name="recoilbackfade">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="100"/>
</variable>
<variable name="recoilbase">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="40"/>
</variable>
<variable name="recoilincrease">
<value token="V" description="" minValue="1" maxValue="10" defaultValue="2"/>
</variable>
<variable name="swaymovediv">
<value token="V" description="" minValue="1" maxValue="1000" defaultValue="200"/>
</variable>
<variable name="swayspeeddiv">
<value token="V" description="" minValue="1" maxValue="1000" defaultValue="105"/>
</variable>
<variable name="swayupmovediv">
<value token="V" description="" minValue="1" maxValue="1000" defaultValue="200"/>
</variable>
<variable name="swayupspeeddiv">
<value token="V" description="" minValue="1" maxValue="1000" defaultValue="105"/>
</variable>
<variable name="crosshairteamsign">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="damageindicatoralpha">
<value token="V" description="" minValue="1" maxValue="100" defaultValue="50"/>
</variable>
<variable name="damageindicatordist">
<value token="V" description="" minValue="0" maxValue="10000" defaultValue="500"/>
</variable>
<variable name="damageindicatorsize">
<value token="V" description="" minValue="0" maxValue="10000" defaultValue="200"/>
</variable>
<variable name="damageindicatortime">
<value token="V" description="" minValue="1" maxValue="10000" defaultValue="1000"/>
</variable>
<variable name="crosshairsize">
<description>Sets the size of your crosshair.</description>
<remarks>
<remark>
The crosshair is turned off entirely if the size is set to 0.
</remark>
</remarks>
<value token="N" description="the crosshair size" minValue="0" maxValue="50" defaultValue="15"/>
</variable>
<variable name="crosshairfx">
<description>Turns on or off crosshair effects.</description>
<remarks>
<remark>
When on, the crosshair will go grey when the weapon is reloading, orange when health is 50 or red when is 25.
</remark>
</remarks>
<value token="B" description="Turns the effects on (1) or off (0)" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="nosway">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="radarentsize">
<value token="V" description="" minValue="1" maxValue="64" defaultValue="4"/>
</variable>
<variable name="radarres">
<value token="V" description="" minValue="1" maxValue="1024" defaultValue="64"/>
</variable>
</identifiers>
</section>
<section name="Visuals" sortindex="05">
<description>This section describes identifiers to configure the visuals.</description>
<identifiers>
<command name="resetgl"/>
<command name="screenres">
<arguments>
<argument token="W" description="width"/>
<argument token="H" description="height"/>
</arguments>
</command>
<command name="glext">
<description>checks for the searchstring in all loaded extensions</description>
<arguments>
<argument token="E" description="extension"/>
</arguments>
<examples>
<example>
<code><![CDATA[if (glext shadow_funcs) [echo you have shadow functionality] [echo no shadows for you]]]></code>
</example>
</examples>
</command>
<command name="fpsrange">
<arguments>
<argument token="A" description="min"/>
<argument token="B" description="max"/>
</arguments>
</command>
<variable name="skyclip">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="shadowcasters">
<value token="V" description="" minValue="1" maxValue="0" defaultValue="0"/>
</variable>
<variable name="shadowclip">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="shadowtile">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="ati_mda_bug">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="dbghbox">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="dbgmbatch">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="dbgstenc">
<value token="V" description="" minValue="0" maxValue="2" defaultValue="0"/>
</variable>
<variable name="dbgtiles">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="dbgvlight">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="stencilbits">
<value token="V" description="" minValue="0" maxValue="32" defaultValue="0"/>
</variable>
<variable name="stencilshadow">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="40"/>
</variable>
<variable name="depthoffset">
<value token="V" description="" defaultValue="0.005f"/>
</variable>
<variable name="polygonoffsetfactor">
<value token="V" description="" defaultValue="-3.0f"/>
</variable>
<variable name="polygonoffsetunits">
<value token="V" description="" defaultValue="-3.0f"/>
</variable>
<variable name="dynshadowdecay">
<value token="V" description="" minValue="0" maxValue="3000" defaultValue="1000"/>
</variable>
<variable name="dynshadowquad">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="fullbrightlevel">
<value token="V" description="" minValue="0" maxValue="255" defaultValue="176"/>
</variable>
<command name="font">
<arguments>
<argument token="A" description="" valueNotes="value"/>
</arguments>
</command>
<command name="fontchar">
<arguments>
<argument token="A" description="" valueNotes="value"/>
</arguments>
</command>
<variable name="fov">
<description>Sets the field of view (fov).</description>
<value token="N" description="the FOV value" minValue="75" maxValue="120" defaultValue="90"/>
</variable>
<variable name="aboveheadiconsize">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="50"/>
</variable>
<variable name="bloodttl">
<value token="V" description="" minValue="0" maxValue="30000" defaultValue="10000"/>
</variable>
<variable name="blood">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="gibnum">
<description>Sets the number of gibs to display when performing a "messy" kill (grenade, knife, sniper headshot).</description>
<remarks>
<remark>Larger values are more spectacular, but can slow down less powerful machines. Reducing gibttl may help in this case.</remark>
</remarks>
<references>
<identifierReference identifier="gibttl"/>
<identifierReference identifier="gibspeed"/>
</references>
<value token="N" description="number of gibs" minValue="0" maxValue="1000" defaultValue="6"/>
</variable>
<variable name="gibttl">
<description>Sets the time for gibs to live (in milliseconds), after which they will disappear.</description>
<references>
<identifierReference identifier="gibnum"/>
<identifierReference identifier="gibspeed"/>
</references>
<value token="N" description="time to live" minValue="0" maxValue="15000" defaultValue="5000"/>
</variable>
<variable name="gibspeed">
<description>Sets the velocity at which gibs will fly from a victim.</description>
<references>
<identifierReference identifier="gibnum"/>
<identifierReference identifier="gibttl"/>
</references>
<value token="N" description="velocity" minValue="1" maxValue="100" defaultValue="30"/>
</variable>
<variable name="teamdisplaymode">
<description>Sets the team display mode.</description>
<remarks>
<remark>
In mode 0 team display is disabled
In mode 1 players will be rendered with a colored vest to make the teams distinguishable.
In mode 2 almost the whole suit of the players will be colored. These display modes are only
applied in team gamemodes.
</remark>
</remarks>
<value token="N" description="the team display mode" minValue="0" maxValue="2" defaultValue="1" valueNotes="0 (none), 1 (color vests), 2 (color skins)"/>
</variable>
<variable name="aadynshadow">
<description>Sets the size/resolution of the dynamic shadow data.</description>
<value description="the size" minValue="0" maxValue="3" defaultValue="2"/>
</variable>
<variable name="dynshadowsize">
<description>Sets the display size of the dynamic shadows.</description>
<value description="the size" minValue="4" maxValue="8" defaultValue="5"/>
</variable>
<variable name="saveshadows">
<description>Sets if dynamic shadows should be saved to disk.</description>
<value description="auto save" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="dynshadow">
<description>Sets the alpha value (transparency) for dynamic shadows.</description>
<value description="the alpha value" minValue="0" maxValue="100" defaultValue="40"/>
</variable>
<variable name="bilinear">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="scorchttl">
<value token="V" description="" minValue="0" maxValue="30000" defaultValue="10000"/>
</variable>
<variable name="scorch">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="mtexplosion">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="mtwater">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="reflectclip">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="3"/>
</variable>
<variable name="reflectsize">
<value token="V" description="" minValue="6" maxValue="10" defaultValue="8"/>
</variable>
<variable name="reflectscissor">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="dynlight">
<description>Determines whether dynamic shadows and lights are rendered, provided just incase they slow your fps down too much.</description>
<remarks>
<remark>
With radius you can specify the radius of a dynamic light,
smaller to maybe gain some speed (0 is off entirely),
or bigger to see the effect of dynamic shadows more dramatically
(try shooting it past some pillars that have a dark area on the other side... or use the "gamespeed" variable).
</remark>
</remarks>
<value token="R" description="the radius of a dynamic light" minValue="0" maxValue="32" defaultValue="16"/>
</variable>
<variable name="watersubdiv">
<description>Determines the subdivision of the water surface in maps.</description>
<remarks>
<remark>
Must be a power of 2: 4 is the default, 8 is recommended for people on slow machines,
2 is nice for fast machines, and 1 is quite OTT. See "waterlevel" (edit reference)
on how to add water to your own levels.
</remark>
</remarks>
<value token="N" description="the subdivisioin value" minValue="1" maxValue="64" defaultValue="4"/>
</variable>
<variable name="waterreflect">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="waterrefract">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="shotlinettl">
<value token="V" description="" minValue="0" maxValue="10000" defaultValue="75"/>
</variable>
<variable name="shotline">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="fullscreen">
<description>Enables or disables fullscreen.</description>
<remarks>
<remark>Not supported on Windows and Mac.</remark>
</remarks>
<value description="fullscreen" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="fsaa">
<description>Sets the level of fullscreen antialiasing (FSAA).</description>
<value description="fsaa" minValue="0" maxValue="16" defaultValue="0"/>
</variable>
<variable name="scr_w">
<description>Sets the screen width.</description>
<value description="the screen width" minValue="0" maxValue="1024" defaultValue="10000"/>
</variable>
<variable name="scr_h">
<description>Sets the screen height.</description>
<value description="the screen height" minValue="0" maxValue="768" defaultValue="10000"/>
</variable>
<variable name="colorbits">
<description>Sets the bits per pixel value.</description>
<value description="bits per pixel" minValue="0" maxValue="32" defaultValue="0"/>
</variable>
<variable name="depthbits">
<description>Sets the bits for the depth buffer.</description>
<value description="depth pixels" minValue="0" maxValue="32" defaultValue="0"/>
</variable>
<variable name="vsync">
<description>Enables or disables vsync.</description>
<value description="vsync" minValue="-1" maxValue="1" defaultValue="-1"/>
<remarks>
<remark>
-1 uses the default settings obtained from the system. 0 disables, 1 enables vsync.
</remark>
</remarks>
</variable>
<variable name="gamma">
<description>Sets the hardware gamma value.</description>
<remarks>
<remark>
May not work if your card/driver doesn't support it.
</remark>
</remarks>
<value token="N" description="the gamma value" minValue="30" maxValue="300" defaultValue="100"/>
</variable>
<variable name="lighterror">
<description>Allows to finetune the amount of "error" the mipmapper/stripifier allow themselves for changing lightlevels.</description>
<remarks>
<remark>
If this variable is changed this during play,
a "recalc" is needed to see the effect.
</remark>
</remarks>
<references>
<identifierReference identifier="recalc"/>
</references>
<value token="E" description="the error value, 1 being the best quality" minValue="1" maxValue="100" defaultValue="8" readOnly="false"/>
</variable>
<variable name="spectfov">
<value token="V" description="" minValue="5" maxValue="120" defaultValue="120"/>
</variable>
<variable name="hwtexsize">
<value token="V" description="" minValue="1" maxValue="0" defaultValue="0"/>
</variable>
<variable name="maxtexsize">
<value token="V" description="" minValue="0" maxValue="4096" defaultValue="0"/>
</variable>
<variable name="trilinear">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="bulletholettl">
<value token="V" description="" minValue="0" maxValue="30000" defaultValue="10000"/>
</variable>
<variable name="bullethole">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="particlesize">
<description>Scales all particles.</description>
<value token="P" description="the scale percentage" minValue="20" maxValue="500" defaultValue="100"/>
</variable>
<variable name="animationinterpolationtime">
<description>Sets the time available for interpolation between model animations.</description>
<value token="N" description="the amount of milliseconds for the interpolation" minValue="0" maxValue="1000" defaultValue="100"/>
</variable>
<variable name="mergestrips">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
</identifiers>
</section>
<section name="Sound" sortindex="07">
<description>This section describes all identifiers related to music and sound effects.</description>
<identifiers>
<variable name="soundscheddistancescore">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="5"/>
</variable>
<variable name="soundschedoldbonus">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="100"/>
</variable>
<variable name="soundschedpriorityscore">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="100"/>
</variable>
<variable name="soundschedreserve">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="2"/>
</variable>
<variable name="al_referencedistance">
<value token="V" description="" minValue="0" maxValue="1000000" defaultValue="400"/>
</variable>
<variable name="al_rollofffactor">
<value token="V" description="" minValue="0" maxValue="1000000" defaultValue="100"/>
</variable>
<command name="sound">
<description>Plays the specified sound.</description>
<remarks>
<remark>
See config/sounds.cfg for default sounds, and use registersound to register your own.
For example, sound 0 and sound (registersound "aard/jump") both play the standard jump sound.
</remark>
</remarks>
<arguments>
<argument token="S" description="the sound to play" valueNotes="string, see config/sounds.cfg"/>
</arguments>
</command>
<command name="mutesound">
<description>Mute a specific game sound.</description>
<references>
<identifierReference identifier="unmuteallsounds"/>
</references>
<arguments>
<argument token="N" description="ID of the sound to mute" valueNotes="see config/sounds.cfg, starting at ID 0"/>
<argument token="A" description="audible?" valueNotes="(mute) 0 || 1 (unmute)"/>
</arguments>
</command>
<command name="unmuteallsounds">
<description>Unmutes all previously muted sounds.</description>
<references>
<identifierReference identifier="mutesound"/>
</references>
</command>
<variable name="mapsoundrefresh">
<description>Specifies the interval for checking mapsounds.</description>
<remarks>
<remark>If set to value 0, the map sounds will be checked in every frame without any interval limitation.</remark>
</remarks>
<references>
<identifierReference identifier="mapsound"/>
<identifierReference identifier="newent sound"/>
</references>
<value token="N" description="interval in milliseconds" minValue="0" maxValue="1000" defaultValue="50"/>
</variable>
<variable name="audiodebug">
<description>Enables verbose output for debugging purposes.</description>
<value token="B" description="enable audio debug" minValue="0" maxValue="1" defaultValue="0"/>
</variable>
<variable name="gainscale">
<description>Each subsequent played sound's gain-value is scaled by this percentage.</description>
<remarks>
<remark>
This lowers the gain of the sounds before they are mixed, this might be useful in cases when the mixer has problems with too high gain values.
</remark>
</remarks>
<value token="N" description="percentage" minValue="0" maxValue="100" defaultValue="100"/>
</variable>
<variable name="musicvol">
<description>Sets the music volume.</description>
<references>
<identifierReference name="soundvol" identifier="soundvol"/>
</references>
<value token="N" description="the volume" minValue="0" maxValue="255" defaultValue="128"/>
</variable>
<variable name="audio">
<description>Enables or disables the audio subsystem in AC.</description>
<value token="B" description="enable" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="soundchannels">
<description>Sets the desired amount of allocated sound channels.</description>
<remarks>
<remark>
AC will try to allocate that number of channels but it is not guaranteed to succeed.
</remark>
</remarks>
<value description="number of channels" minValue="4" maxValue="1024" defaultValue="32"/>
</variable>
<variable name="bulletairsounddestrad">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="8"/>
</variable>
<variable name="bulletairsoundrad">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="15"/>
</variable>
<variable name="bulletairsoundsourcerad">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="8"/>
</variable>
<variable name="bulletairsound">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="bulletbouncesoundrad">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="15"/>
</variable>
<variable name="bulletbouncesound">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="maxsoundsatonce">
<value token="V" description="" minValue="0" maxValue="100" defaultValue="40"/>
</variable>
<variable name="soundvol">
<description>Sets the sound volume for all sounds.</description>
<value token="N" description="the volume" minValue="0" maxValue="255" defaultValue="128"/>
</variable>
</identifiers>
</section>
<section name="Ingame Reference" sortindex="12">
<description>This section describes all identifiers related to the ingame documentation reference.</description>
<identifiers>
<command name="docsection">
<description>Adds a new section to the ingame documentation.</description>
<references>
<identifierReference identifier="docident"/>
</references>
<arguments>
<argument token="S" description="the section name"/>
</arguments>
</command>
<command name="docident">
<description>Adds a new identifier documentation to the last added section.</description>
<remarks>
<remark>
An identifier represents a command or variable. The new identifier
</remark>
<remark>
The name may contain spaces to create a "multipart" identifier documentation
that can be used to describe a complex argument as a single pseudo identifier,
look at the examples.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[docident fov "Sets the field of view."]]></code>
</example>
<example>
<code><![CDATA[docident "newent light" "Adds a new light entity."]]></code>
</example>
</examples>
<references>
<identifierReference identifier="docsection"/>
<identifierReference identifier="docargument"/>
<identifierReference identifier="docremark"/>
<identifierReference identifier="docref"/>
<identifierReference identifier="docundone"/>
<identifierReference identifier="docinvalid"/>
<identifierReference identifier="docfind"/>
<identifierReference identifier="docwritebaseref"/>
</references>
<arguments>
<argument token="N" description="name of the identifier"/>
<argument token="D" description="the description"/>
</arguments>
</command>
<command name="docargument">
<description>Adds a new argument documentation to the last added identifier.</description>
<remarks>
<remark>
An argument represents either a command argument or a variable value.
</remark>
<remark>
The last argument of an identifier can be flagged as variable-length
to indicate that it represents an unknown number of arguments.
</remark>
</remarks>
<references>
<identifierReference identifier="docident"/>
</references>
<arguments>
<argument token="T" description="the token"/>
<argument token="D" description="the description"/>
<argument token="V" description="the value notes"/>
<argument token="I" description="flags this argument as variable-length" valueNotes="1 (true), 0 (false)" optional="true"/>
</arguments>
</command>
<command name="docremark">
<description>Adds a new documentation remark to the last added identifier.</description>
<references>
<identifierReference identifier="docident"/>
</references>
<arguments>
<argument token="S" description="the remark"/>
</arguments>
</command>
<command name="docexample">
<description>Adds an example to the last added identifier.</description>
<arguments>
<argument token="C" description="the example code"/>
<argument token="E" description="the explanation" optional="true"/>
</arguments>
</command>
<command name="docref">
<description>Adds a new documentation reference to an identifier.</description>
<remarks>
<remark>
The new reference is added to the last added identifier documentation.
</remark>
</remarks>
<references>
<identifierReference identifier="docident"/>
</references>
<arguments>
<argument token="N" description="the display name"/>
<argument token="I" description="the identifier to refer to" optional="true"/>
<argument token="U" description="the URL to refer to" optional="true"/>
</arguments>
</command>
<command name="docundone">
<description>Outputs a list of yet undocumented identifiers (commands,variables, etc)</description>
<remarks>
<remark>
If the one argument is omitted, only the builtin identifiers will be listed. Therefore specify the argument
other identifiers like aliases should be included too.
</remark>
<remark>
Note that the list also includes identifiers that contain the substrings "TODO" or "UNDONE" in their documentation.
</remark>
</remarks>
<references>
<identifierReference identifier="docident"/>
<identifierReference identifier="docinvalid"/>
<identifierReference identifier="docfind"/>
</references>
<arguments>
<argument token="A" description="output all identifiers" valueNotes="1 (true), 0 (false)" optional="true"/>
</arguments>
</command>
<command name="docinvalid">
<description>Outputs a list of identifier documentations that do not match any existing identifier.</description>
<remarks>
<remark>
Multipart identifiers are not included in this list, see 'docident'.
</remark>
</remarks>
<references>
<identifierReference identifier="docident"/>
<identifierReference identifier="docinvalid"/>
<identifierReference identifier="docfind"/>
</references>
</command>
<command name="docfind">
<description>Searches the ingame docs for identifier documentations matching the specified search string.</description>
<remarks>
<remark>
The name, description and remarks are included in the search.
</remark>
</remarks>
<references>
<identifierReference identifier="docident"/>
<identifierReference identifier="docundone"/>
<identifierReference identifier="docinvalid"/>
</references>
<arguments>
<argument token="S" description="the search string"/>
</arguments>
</command>
<command name="docwritebaseref">
<description>Writes out a base XML documentation reference containing templates for the builtin identifiers.</description>
<remarks>
<remark>
The generated reference is written to "config/autogenerated_base_reference.xml" by default.
The three arguments can be changed later on in the generated XML document.
</remark>
</remarks>
<references>
<identifierReference identifier="docident"/>
<identifierReference identifier="docundone"/>
<identifierReference identifier="docinvalid"/>
<identifierReference identifier="docfind"/>
</references>
<arguments>
<argument token="R" description="the reference name" optional="true"/>
<argument token="S" description="the XML schema location string" optional="true"/>
<argument token="T" description="XML stylesheet to use" optional="true"/>
</arguments>
</command>
<command name="dockey">
<arguments>
<argument token="A" description="" valueNotes="value"/>
</arguments>
</command>
<variable name="docskip">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="0"/>
</variable>
<variable name="docvisible">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
</identifiers>
</section>
<section name="Server commands" sortindex="08">
<description>
This section lists commands used by the client that communicate to the server. Most are used for server administration. Also see the "mode" section and the "map" command which also communicate to the server.
</description>
<identifiers sort="true">
<command name="serverdesc">
<description>If the server was run with -n1 and -n2 arguments (prefix and suffix of descriptive title)
a serveradmin can set a user-defined server description with this command, if it wasn't this command results in "invalid vote". This title will only stay until the next map is loaded.</description>
<arguments>
<argument token="D" description="description"/>
</arguments>
<remarks>
<remark>
If, for example, the server was run with -n"Fred's Server" -n1"Fred's " -n2" Server", then you could call "/serverdesc [pWn4g3 TOSOK]" and it would show up as ""Fred's pWn4g3 TOSOK Server" in the serverbrowser.
</remark>
</remarks>
</command>
<command name="serverextension">
<description>Modded servers announcement of features. See source/src/server.cpp [Line 2926ff. "case SV_EXTENSION:"]</description>
<arguments>
<argument token="E" description="extension"/>
<argument token="D" description="description"/>
</arguments>
</command>
<variable name="showallservers">
<value token="V" description="" minValue="0" maxValue="1" defaultValue="1"/>
</variable>
<variable name="searchlan">
<value token="V" description="" minValue="0" maxValue="2" defaultValue="1"/>
</variable>
<variable name="serversort">
<value token="V" description="" minValue="0" maxValue="NUMSERVSORT-1" defaultValue="0"/>
</variable>
<variable name="servpingrate">
<value token="V" description="" minValue="1000" maxValue="60000" defaultValue="5000"/>
</variable>
<variable name="masterupdatefrequency">
<value token="V" description="" minValue="1" maxValue="24*60*60" defaultValue="60*60"/>
</variable>
<variable name="maxservpings">
<value token="V" description="" minValue="0" maxValue="1000" defaultValue="0"/>
</variable>
<command name="autoteam">
<description>
Sets automated team assignment.
</description>
<references>
<identifierReference identifier="setadmin"/>
</references>
<arguments>
<argument token="B" description="Enables or disables auto team." valueNotes="1 (On), 0 (Off)"/>
</arguments>
</command>
<command name="ban">
<description>
Temporary ban of the specified player from the server.
</description>
<remarks>
<remark>
Temporary ban duration is fixed at 20 minutes.
</remark>
</remarks>
<references>
<identifierReference identifier="removebans"/>
<identifierReference identifier="setadmin"/>
</references>
<arguments>
<argument token="CN" description="The player to ban" valueNotes="Client number"/>
</arguments>
</command>
<command name="callvote">
<description>Calls a vote on the server.</description>
<remarks>
<remark>
This command is wrapped by aliases for better usability and is used to action votes such as ban, kick, etc.
See config/admin.cfg for actual uses.
</remark>
</remarks>
<arguments>
<argument token="T" description="Vote type" valueNotes="value"/>
<argument token="A" description="First argument" valueNotes=""/>
<argument token="B" description="Second argument" valueNotes=""/>
</arguments>
</command>
<command name="forceteam">
<description>
Forces the specified player to join the enemy team.
</description>
<references>
<identifierReference identifier="setadmin"/>
</references>
<arguments>
<argument token="CN" description="The player to assign to a team" valueNotes="Client number"/>
</arguments>
</command>
<command name="giveadmin">
<description>
Gives admin state to the specified player.
</description>
<remarks>
<remark>
Requires admin state. The admin will lose his admin state after successfully issuing this command.
</remark>
</remarks>
<references>
<identifierReference identifier="setadmin"/>
</references>
<arguments>
<argument token="CN" description="The player to become admin" valueNotes="Client number"/>
</arguments>
</command>
<command name="kick">
<description>
Kicks the specified player from the server.
</description>
<references>
<identifierReference identifier="setadmin"/>
</references>
<arguments>
<argument token="CN" description="The player to kick" valueNotes="Client number"/>
</arguments>
</command>
<command name="mastermode">
<description>
Sets the mastermode for the server.
</description>
<remarks>
<remark>
If the mastermode is set to 'private', no more clients can join the server.
Default is 'open' which allows anyone to join the server.
</remark>
</remarks>
<references>
<identifierReference identifier="setadmin"/>
</references>
<arguments>
<argument token="N" description="The master mode" valueNotes="0 (Open), 1 (Private)"/>
</arguments>
</command>
<command name="removebans">
<description>Removes all temporary bans from the server. Temporary bans are normally automatically removed after 20 minutes.</description>
<references>
<identifierReference identifier="ban"/>
<identifierReference identifier="setadmin"/>
</references>
</command>
<command name="sendmap">
<description>
Sends the current map to the server and sends other players a message about it.
</description>
<remarks>
<remark>
If the map argument is specified, the map is first saved and then reloaded before sending it.
Note: It's always required to be on the map one wants
to send before issuing this command!
</remark>
</remarks>
<references>
<identifierReference identifier="getmap"/>
</references>
<arguments>
<argument token="M" description="Map to save and reload locally" optional="true"/>
</arguments>
</command>
<command name="setadmin">
<description>Claims or drops admin status.</description>
<remarks>
<remark>
Failed logins result in an auto kick.
The admin is granted the right to kick, ban, remove bans, set autoteam, set shuffleteam, change server
description (if enabled), change map, change mastermode, force team, change mode, record demos, stop demos
and clear demo(s) - All without needing votes from other users.
If the admin votes on any (other players) call, his vote is final.
In the scoreboard, the admin will be shown as a red colour.
</remark>
</remarks>
<references>
<identifierReference identifier="kick"/>
<identifierReference identifier="autoteam"/>
<identifierReference identifier="mastermode"/>
<identifierReference identifier="ban"/>
<identifierReference identifier="removebans"/>
</references>
<arguments>
<argument token="B" description="Status" valueNotes="1 (Claim), 0 (Drop)"/>
<argument token="PASS" description="Password" valueNotes="case sensitive"/>
</arguments>
</command>
</identifiers>
</section>
<section name="Game modes" sortindex="04">
<identifiers sort="true">
<command name="gamemodedesc">
<arguments>
<argument token="M" description="mode" valueNotes="integer"/>
<argument token="D" description="description" valueNotes="string"/>
</arguments>
</command>
<command name="coop">
<description>Starts a map with the mode "Co-op edit"</description>
<remarks>
<remark>
See the co-op edit section in page 4 of the map editing guide for more information.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[coop ac_newmap]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to edit"/>
</arguments>
</command>
<command name="ctf">
<description>Starts a map with the mode "Capture the Flag"</description>
<examples>
<example>
<code><![CDATA[ctf ac_mines]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="dm">
<description>Starts a map with the mode "Deathmatch"</description>
<examples>
<example>
<code><![CDATA[dm ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="htf">
<description>Starts a map with the mode "Hunt the Flag"</description>
<examples>
<example>
<code><![CDATA[htf ac_mines]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="ktf">
<description>Starts a map with the mode "Keep the Flag"</description>
<examples>
<example>
<code><![CDATA[ktf ac_mines]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="lms">
<description>Starts a map with the mode "Last Man Standing"</description>
<examples>
<example>
<code><![CDATA[lms ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="lss">
<description>Starts a map with the mode "Last Swiss Standing"</description>
<examples>
<example>
<code><![CDATA[lss ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="mode">
<description>
Sets the gameplay mode to N for the next map loaded.
</description>
<references>
<identifierReference identifier="map"/>
<identifierReference identifier="gamemode"/>
</references>
<remarks>
<remark>
You will need to define mode before loading the map or it will stay as the last mode played.
</remark>
</remarks>
<arguments>
<argument token="N" description="The mode number"/>
<argument valueNotes="0 - Team Deathmatch"/>
<argument valueNotes="1 - Co-op edit"/>
<argument valueNotes="2 - Deathmatch"/>
<argument valueNotes="3 - Survivor"/>
<argument valueNotes="4 - Team Survivor"/>
<argument valueNotes="5 - Capture the Flag"/>
<argument valueNotes="6 - Pistol Frenzy"/>
<argument valueNotes="7 - Bot Team Deathmatch"/>
<argument valueNotes="8 - Bot Deathmatch"/>
<argument valueNotes="9 - Last Swiss Standing"/>
<argument valueNotes="10 - One Shot, One Kill"/>
<argument valueNotes="11 - Team One Shot, One Kill"/>
<argument valueNotes="12 - Bot One Shot, One Kill"/>
<argument valueNotes="13 - Hunt the Flag"/>
<argument valueNotes="14 - Team Keep the Flag"/>
<argument valueNotes="15 - Keep the Flag"/>
</arguments>
</command>
<command name="osok">
<description>Starts a map with the mode "One shot, One kill"</description>
<examples>
<example>
<code><![CDATA[osok ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="pf">
<description>Starts a map with the mode "Pistol Frenzy"</description>
<examples>
<example>
<code><![CDATA[pf ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="tdm">
<description>Starts a map with the mode "Team Deathmatch"</description>
<examples>
<example>
<code><![CDATA[tdm ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="tktf">
<description>Starts a map with the mode "Team Keep the Flag"</description>
<examples>
<example>
<code><![CDATA[tktf ac_mines]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="tosok">
<description>Starts a map with the mode "Team One Shot, One Kill"</description>
<examples>
<example>
<code><![CDATA[tosok ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="ts">
<description>Starts a map with the mode "Team Survivor"</description>
<examples>
<example>
<code><![CDATA[ts ac_complex]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
<command name="vip">
<description>Starts a map with the mode "Hunt the Flag". Some players prefer the name "VIP" for this mode.</description>
<examples>
<example>
<code><![CDATA[vip ac_mines]]></code>
</example>
</examples>
<arguments>
<variableArgument token="M" description="The name of the map you wish to play"/>
</arguments>
</command>
</identifiers>
</section>
<section name="Editing configs" sortindex="10">
<description>
All the below commands are used specifically in map configuration files.
Some of these commands can also be used without the need of a map configuration file.
</description>
<identifiers sort="true">
<command name="md2anim">
<arguments>
<argument token="A" description="anim"/>
<argument token="F" description="frame"/>
<argument token="R" description="range"/>
<argument token="S" description="speed"/>
</arguments>
</command>
<command name="md2emit">
<arguments>
<argument token="T" description="tag"/>
<argument token="Y" description="type"/>
<argument token="A" description="arg1"/>
<argument token="B" description="arg2"/>
</arguments>
</command>
<command name="md2tag">
<arguments>
<argument token="N" description="name"/>
<argument token="A" description="vert1"/>
<argument token="B" description="vert2"/>
<argument token="C" description="vert3"/>
<argument token="D" description="vert4"/>
</arguments>
</command>
<command name="md3anim">
<arguments>
<argument token="A" description="anim"/>
<argument token="S" description="startframe"/>
<argument token="R" description="range"/>
<argument token="V" description="speed"/>
</arguments>
</command>
<command name="md3emit">
<arguments>
<argument token="T" description="tag"/>
<argument token="Y" description="type"/>
<argument token="A" description="arg1"/>
<argument token="B" description="arg2"/>
</arguments>
</command>
<command name="md3link">
<arguments>
<argument token="P" description="parentno"/>
<argument token="C" description="childno"/>
<argument token="T" description="tagname"/>
</arguments>
</command>
<command name="md3load">
<arguments>
<argument token="M" description="model"/>
</arguments>
</command>
<command name="md3skin">
<arguments>
<argument token="N" description="object name"/>
<argument token="S" description="skin texture"/>
</arguments>
</command>
<command name="mdlalphatest">
<arguments>
<argument token="A" description="alphatest"/>
</arguments>
</command>
<command name="mdlcachelimit">
<arguments>
<argument token="L" description="cachelimit"/>
</arguments>
</command>
<command name="mdlcullface">
<arguments>
<argument token="C" description="cullface" valueNotes="0||1"/>
</arguments>
</command>
<command name="mdlscale">
<arguments>
<argument token="P" description="percent" valueNotes="0..100..N*100"/>
</arguments>
</command>
<command name="mdlshadowdist">
<arguments>
<argument token="D" description="shadow distance"/>
</arguments>
</command>
<command name="mdltrans">
<description>translates (= moves) the model</description>
<arguments>
<argument token="X"/>
<argument token="Y"/>
<argument token="Z"/>
</arguments>
</command>
<command name="mdltranslucent">
<arguments>
<argument token="T" description="translucency" valueNotes="0..100..N*100"/>
</arguments>
</command>
<command name="mdlvertexlight">
<arguments>
<argument token="V" description="vertexligh" valueNotes="0||1"/>
</arguments>
</command>
<command name="isolatecontext">
<description>Isolates the given context. This disables access from this context to identifiers located in other contexts, also it removes all aliases created in this context once the running context changes</description>
<arguments>
<argument token="C" description="the context"/>
</arguments>
<references>
<identifierReference identifier="sealcontexts"/>
</references>
</command>
<command name="sealcontexts">
<description>secure this configuration for the rest of the game</description>
</command>
<command name="scriptcontext">
<arguments>
<argument token="C" description="context"/>
<argument token="N" description="idname"/>
</arguments>
</command>
<command name="fog">
<description>Sets the fog distance.</description>
<remarks>
<remark>
You can do this for tweaking the visual effect of the fog, or if you are on a slow machine,
setting the fog to a low value can also be a very effective way to increase fps (if you are geometry limited).
Try out different values on big maps / maps which give you low fps. It is also good for aesthetic features of maps
especially when combined with "fogcolour".
</remark>
</remarks>
<references>
<identifierReference identifier="fogcolour"/>
</references>
<arguments>
<argument token="N" description="The fog distance" valueNotes="64...1024, default is 180"/>
</arguments>
</command>
<command name="fogcolour">
<description>Sets the fog and clearing colour.</description>
<references>
<identifierReference identifier="fog"/>
</references>
<arguments>
<argument token="C" description="The colour" valueNotes="Hexadecimal colour, default is 0x8099B3"/>
</arguments>
</command>
<command name="loadnotexture">
<description>
Binds a texture to be used if a slot couldn't be loaded with a given textures path.
</description>
<remarks>
<remark>
Binds the texture indicated in the filename to the texture slot of any textures that aren't found.
The path is given exactly as with the texture-command, if it is omitted (or can't be loaded) the default is used.
The default is located in packages/misc/notexture.jpg (not in packages/textures - where custom ones must reside!)
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[loadnotexture // Reset to default]]></code>
</example>
<example>
<code><![CDATA[loadnotexture "makke/black.jpg" // Any missing texture will show up black]]></code>
</example>
</examples>
<references>
<identifierReference name="texture" identifier="texture"/>
<identifierReference name="texturereset" identifier="texturereset"/>
</references>
<arguments>
<argument token="F" description="file name of the texture to bind" valueNotes="string"/>
</arguments>
</command>
<command name="loadsky">
<description>Loads a skymap for a map.</description>
<remarks>
<remark>
The available skymaps reside in packages/textures/skymaps/..
</remark>
<remark>
To select a skymap you need to use the full path from "packages/"
but only up to the underscore "_" in the filename.
</remark>
</remarks>
<examples>
<example>
<code><![CDATA[loadsky "textures/skymaps/makke/mountain"]]></code>
</example>
</examples>
<arguments>
<argument token="P" description="path to the six skybox textures" valueNotes="string"/>
</arguments>
</command>
<command name="mapmodel">
<description>Registers a mapmodel that can be placed in maps.</description>
<remarks>
<remark>
A mapmodel registered with this command can be placed in a map using the 'newent mapmodel' command.
The bounding box is an invisible force surrounding the model, allowing players to collide against it, instead
of walking through the mapmodel. For more information about this command, read mapediting5.xml.
</remark>
<remark>
Example: mapmodel 4 2 4 0 "modelname"
</remark>
<remark>
This mapmodel has a bounding box of 8x8x2 in size (X/Y/Z) and by default hovers 4 units above ground.
</remark>
</remarks>
<references>
<identifierReference identifier="mapmodelreset"/>
<identifierReference identifier="newent mapmodel"/>
</references>
<arguments>
<argument token="R" description="The square radius of the bounding box." valueNotes="Integer"/>
<argument token="H" description="The height of the bounding box." valueNotes="Integer"/>
<argument token="Z" description="The initial height offset from the ground." valueNotes="Integer"/>
<argument token="0" description="This integer is redundant. Leave it at zero so you don't break the command." valueNotes="0"/>
<argument token="N" description="The name of the map model" valueNotes="string"/>
</arguments>
</command>
<command name="mapmodelreset">
<description>Resets the mapmodel slots/indices to 0 for the subsequent "mapmodel" commands.</description>
<remarks>
<remark>Each subsequent mapmodel command increases it again. See config/default_map_settings.cfg for an example.</remark>
</remarks>
<references>
<identifierReference identifier="mapmodel"/>
<identifierReference identifier="newent mapmodel"/>
</references>
</command>
<command name="mapsound">
<description>Defines a mapsound.</description>
<remarks>
<remark>
Registers the sound as a map-specific sound. These map-specific sounds may currently
only be used with "sound" entities within a map. The first map sound registered in a map has slot/index number 0
and increases afterwards.
</remark>
</remarks>
<references>
<identifierReference identifier="newent sound"/>
<identifierReference identifier="mapsoundreset"/>
</references>
<arguments>
<argument token="N" description="Path to the sound file"/>
<argument token="M" description="Maximum simultaneous sounds" optional="true" valueNotes="default -1 (unlimited)"/>
</arguments>
</command>
<command name="mapsoundreset">
<description>Resets the mapsound slots/indices to 0 for the subsequent "mapsound" commands.</description>
<remarks>
<remark>
Each subsequent mapsound command increases it again. See config/default_map_settings.cfg for an example.
</remark>
</remarks>
<references>
<identifierReference identifier="newent sound"/>
<identifierReference identifier="mapsound"/>
</references>
</command>
<command name="shadowyaw">
<description>
Shadow yaw specifies the angle at which shadow stencils are drawn on a map.
</description>
<examples>
<example>
<code><![CDATA[shadowyaw 90]]></code>
</example>
</examples>
<remarks>
<remark>
When specifying shadowyaw, remember that the default angle is 45 degrees. The example below
would make the shadows appear at 90 degrees (45 degrees more to the left).
</remark>
</remarks>
<arguments>
<argument token="D" description="The angle in degrees to rotate the stencil shadows" valueNotes="0...360, default is 45"/>
</arguments>
</command>
<command name="texture">
<description>Binds a texture to the current texture slot.</description>
<remarks>
<remark>
Binds the texture indicated in the filename to the current texture slot and increments the slot number.
</remark>
</remarks>
<references>
<identifierReference name="loadnotexture" identifier="loadnotexture"/>
<identifierReference name="texturereset" identifier="texturereset"/>
</references>
<arguments>
<argument token="0" description="This is a redundant value. Always leave this value as 0 here so it doesn't break your configurations." valueNotes="0"/>
<argument token="F" description="File name of the texture to bind" valueNotes="String"/>
</arguments>
</command>
<command name="texturereset">
<description>Sets the texture slots/indicies to 0 for the subsequent "texture" commands.</description>
<remarks>
<remark>Each subsequent texture command increases it again. See config/default_map_settings.cfg for an example.</remark>
</remarks>
<references>
<identifierReference identifier="texture"/>
</references>
</command>
<command name="watercolour">
<description>
Determines the water colour in a map.
</description>
<references>
<identifierReference identifier="waterlevel"/>
</references>
<remarks>
<remark>
You must define all 3 values, otherwise this command may not work
correctly (use "1" as a placeholder if needed).
</remark>
</remarks>
<arguments>
<argument token="R" description="Red colour intensity" valueNotes="Between 1 and 255"/>
<argument token="G" description="Green colour intensity" valueNotes="Between 1 and 255"/>
<argument token="B" description="Blue colour intensity" valueNotes="Between 1 and 255"/>
</arguments>
</command>
</identifiers>
</section>
</sections>
</cuberef>
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