List of Variables
From C4 Engine Wiki
This is a list of the system variables defined by the engine and their meanings.
Display Manager
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Variable |
Description |
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The width of the main display window, in pixels. |
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The height of the main display window, in pixels. |
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Indicates whether the engine should run full-screen. A value of 0 means run windowed, and any other value means run full-screen. |
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Controls antialiasing. A value of 1 means no antialiasing, and higher values tell the engine to use a multisampled rendering context. Practically all graphics hardware can handle 2 or 4 samples, and some can handle 8 or higher. If the value is higher than what the hardware can handle, then the highest number of samples supported by the hardware is used. |
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Controls vertical sync. A value of 0 means render frames as quickly as possible, and any other value means synchronize to the screen refresh rate. |
Graphics Manager
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Variable |
Description |
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The global texture detail level. A value of 0 is the highest detail, and the values 1 and 2 are medium and low detail. |
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The global detail level for terrain texture palettes. The values have the same meaning as for |
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The anisotropic texture filtering level. A value of 1.0 means no anisotropic filtering, and higher values up to 16.0 mean higher degrees of anisotropic filtering. |
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Controls normal mapping quality. A value of 0 means that normal vectors fetched from texture maps are not normalized, and any other value means that they are normalized (at a greater cost in the shader). |
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Enables parallax mapping. A value of 0 means that parallax mapping is disabled, and any other value means it is enabled. |
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Enables horizon mapping. A value of 0 means that horizon mapping is disabled, and any other value means it is enabled. |
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Enables normal mapping on terrain. A value of 0 means that normal mapping on terrain is disabled, and any other value means it is enabled. |
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Controls the brightness applied in the post-processing shader. This multiplies the final color written to the framebuffer. |
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Enables distortion effects in the post-processing shader. A value of 0 means that distortion effects are disabled, and any other value means they are enabled. |
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Enables glow and bloom effects in the post-processing shader. A value of 0 means that glow and bloom effects are disabled, and any other value means they are enabled. |
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Enables motion blur effects in the post-processing shader. A value of 0 means that motion blur effects are disabled, and any other value means they are enabled. |
Sound Manager
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Variable |
Description |
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Enables reverberation effects. A value of 0 means that reverberation effects are disabled, and any other value means they are enabled. |
Input Manager
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Variable |
Description |
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Controls whether the y mouse direction is inverted. A value of 0 means that the y direction is not inverted, and any other value means it is inverted. |
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Controls mouse input sensitivity. The default value is 25. Higher values mean the mouse is more sensitive. |
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Enables mouse smoothing. A value of 0 means that mouse smoothing is disabled, and any other value means it is enabled. |
Message Manager
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Variable |
Description |
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The default multiplayer game name. |
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The default player name. |
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The maximum number of players allowed in a multiplayer game. |
Interface Manager
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Variable |
Description |
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The color of the desktop when no game is running. |
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The default color of various widget buttons when they are in a particular state. |
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The color used for highlighting selected text, menu items, and widgets that have the keyboard focus. |
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The default window background color. |
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The background color for help balloons. |
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The background color for menus. |
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The background color for tool pages. |
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The color applied to window frames. |
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The color applied to tool page frames. |
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The color applied to the window strip frame. |
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The color of window titles. |
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The color of titles in a menu bar. |
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The color of tool page titles. |
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The color of windows titles in the strip. |
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The color of selected window buttons in the strip. |
