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<H4> 4.2.2.2 Boolean Commands </H4>
<!--docid::SEC140::-->
<P>

Boolean commands have either an <CODE>on</CODE> or <CODE>off</CODE> state. When you just
type the command without arguments it will show you the current state of the
command (<CODE>on</CODE> or <CODE>off</CODE>). To turn the state on just use: <CODE>on</CODE>,
<CODE>yes</CODE>, <CODE>true</CODE>, or <CODE>1</CODE> as the first argument of the command. To
turn it off use: <CODE>off</CODE>, <CODE>no</CODE>, <CODE>false</CODE>, or <CODE>0</CODE>. To toggle
a state use <CODE>toggle</CODE>. Example:
</P><P>

<UL>
<LI>
`<SAMP>fps</SAMP>': show current setting for FPS display
<LI>
`<SAMP>fps on</SAMP>': enable FPS display
<LI>
`<SAMP>fps 0</SAMP>': disable FPS display
<LI>
`<SAMP>fps toggle</SAMP>': toggle FPS display
</UL>
<P>

The following boolean commands are available :
</P><P>

<DL COMPACT>
<DT><CODE>colldet</CODE>
<DD>Enable/disable collision detection.  Corresponds to <CODE>-colldet</CODE> and
<CODE>-nocolldet</CODE> commandline options.
<P>

<DT><CODE>debug</CODE>
<DD>Enable/disable more debug information (which is written in `<TT>debug.txt</TT>'
if the program crashes provided your system can catch crashes).
<P>

<DT><CODE>stats</CODE>
<DD>Enable/disable statistics display. Corresponds to
<CODE>-stats</CODE>/<CODE>-nostats</CODE> commandline options and
`<SAMP>Walktest.Settings.Stats</SAMP>' configuration option. Note that enabling the
statistics counter automatically disables the display of the coordinates.
<P>

<DT><CODE>fps</CODE>
<DD>Enable/disable FPS display (frames per second).  Corresponds to
<CODE>-fps</CODE>/<CODE>-nofps</CODE> commandline options and `<SAMP>Walktest.Settings.FPS</SAMP>'
configuration option.
<P>

<DT><CODE>portals</CODE>
<DD>Enable/disable drawing through portals. If this is off, a portal will just
draw as the default texture on the polygon.
<P>

<DT><CODE>console</CODE>
<DD>Open/close console (is done automatically by <KBD>TAB</KBD> key).
<P>

<DT><CODE>coordshow</CODE>
<DD>Enable/disable display of coordinate at runtime. Note that enabling the
coordinates display automatically disables the statistics display.
<P>

<DT><CODE>things</CODE>
<DD>Toggle the display of things on/off (default on).
<P>

<DT><CODE>zbuf</CODE>
<DD>For debugging. When enabled this will show an alternate view where far away
objects are rendered in another color. In other words: it tests the Z
buffer. It works best in 16-bit mode.
<P>

<DT><CODE>debug0</CODE>
<DD>Debug command. The function of this command is undefined but it serves as a
place-holder for some debugging functionality. A particular version of
Crystal Space may assign some action to this command but another version
may remove this action again.
<P>

<DT><CODE>move3d</CODE>
<DD>Toggle between between pure 3D movement (Descent-like) and
`<SAMP>comfortable</SAMP>' movement (Quake-like). The latter is now default. This
basicly affects the left and right arrow keys which now rotate the camera
how you would expect it and also includes a gravity system. When you enable
3D movement the gravity system is also disabled.
<P>

<DT><CODE>do_gravity</CODE>
<DD>Enable/disable gravity (enabled by default).
<P>

<DT><CODE>freelook</CODE>
<DD>If freelook is enabled the mouse moves around like in Quake. By default
freelook is disabled.
<P>

<DT><CODE>pvs</CODE>
<DD>Toggle pvs visibility culling on/off. Use this in combination with the
c-buffer (see cbuffer command) to enable the PVS. In the current release
of CS this feature is still experimental.
<P>

<DT><CODE>pvsonly</CODE>
<DD>With this command you can indicate that ONLY the PVS should be used
for visibility culling and not any other technique. Default is off.
<P>

<DT><CODE>freezepvs</CODE>
<DD>Use this command to freeze the PVS to a given position. This is very
useful for debugging a PVS as you can then walk around and see where
the PVS is culling nodes. Use this command with 'pvsonly' for better
debugging.
<P>

<DT><CODE>sprlight</CODE>
<DD>Change quality setting of sprite lighting.  If yes every vertex will be lit
according to the correct distance with the light.  If no then the distances
for all vertices are calculated to the center of the sprite.  Default is
`<SAMP>no</SAMP>'.  This option can also be set with the
`<SAMP>Engine.Lighting.SpriteQuality</SAMP>' option in the configuration file.
<P>

<DT><CODE>palette</CODE>
<DD>Toggle on/off displaying the palette on top of everything (just below the
Crystal Space logo). Works in 8-bit modes only.
<P>

<DT><CODE>fullscreen</CODE>
<DD>Toggle fullscreen mode on/off. This will only work with X windows right now
and only if the X drivers were compiled with this option.
<P>

</DL>
<A NAME="Console Value"></A>
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