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One place to scan the whole goldsrc-hooks cvar/command surface without
grepping commands.rs. Mirrors
docs/dodtools_commands.md
in the repo, which is the source of truth -- edit that file and push it here
again, not the other way around. Closes
issue #313.
Every name here shares the dodtools_ prefix
(names.rs's
console_name! macro). dodtools_debug_status reports the live value of
everything below in one place (cvars unconditionally; the two fixes with
preconditions only while enabled), and each item's own doc file has the full
engine-level detail this table deliberately doesn't repeat.
Scope: the surface actually on dev today. Several more entries are open
PRs, listed separately at the bottom so this stays honest about what's
shipped versus what's proposed -- update this table as part of merging
each one, the same way every one of them already updates README.md's own
control-surface list.
A cvar shows up in the console's own type-ahead with its current value,
answers a bare-name query, and can be set from +name value on the launch
line or a line in any .cfg the user execs -- unlike a command, none of that
needs remembering a subcommand shape. None of them are FCVAR_ARCHIVE: the
game never writes one into the user's config.cfg, matching the pipeline's
standing "user .cfg files are never written" rule (CLAUDE.md).
| cvar | default | what it does | doc |
|---|---|---|---|
dodtools_hltv_gunshots_fix |
1 if GOLDSRC_HOOKS_FORCE_WEAPON_VOLUME=1 at launch, else 0
|
forces DoD weapon-fire sounds to full volume with no distance attenuation while spectating | goldsrc_hltv_animation_fix.md |
dodtools_hltv_show_viewmodel_animations |
0 (off) unless GOLDSRC_HOOKS_ANIM_FIX sets a starting level |
0=off, 1=empty hand on throw, 2=redraw immediately, 3=never empty, 4=redraw after a 1s lookahead (the recommended setting) -- corrects MG42/MG34/BAR/Bren viewmodel deploy animations while spectating in-eye |
goldsrc_hltv_animation_fix.md |
dodtools_hltv_gunshot_attenuation |
0.8 (ATTN_NORM, the game's own default) |
how far gunshots carry while the gunshots fix is on, 0.05..0.79 (lower carries further); no effect while the fix is off |
goldsrc_hltv_animation_fix.md |
dodtools_log_weapon_model |
0 |
logs the third-person weapon model the spectated player holds, each time it changes | goldsrc_hltv_animation_fix.md |
dodtools_hide_scoreboard |
0 |
stops a POV demo's recorded TAB presses from putting the scoreboard over the shot | goldsrc_scoreboard.md |
dodtools_mute_voice_commands |
0 |
silences "fire in the hole!" and the rest, without touching the game's own .wav files; subtitles and speaker icons still show |
goldsrc_hud_suppression.md |
dodtools_hide_crosshair |
0 |
hides the crosshair and keeps it hidden, which the stock crosshair cvar can't do because CHud::Redraw forces the value back every frame |
goldsrc_hud_suppression.md |
dodtools_match_pov_crosshair |
0 |
draws the spectator crosshair from sprites/customXHair.spr using the same tile cl_xhair_style gives the POV view, instead of DoD's hardcoded 24x24 tile of crosshairs.spr. Loses to dodtools_hide_crosshair. Doesn't cover cl_xhair_style 0 -- see issue #308
|
goldsrc_hud_suppression.md §6 |
Always a command rather than a cvar when it has subcommands or a variable argument count, which a cvar's single value can't hold.
No arguments. Unconditionally reports every cvar above plus
dodtools_deathmsg's own status; the animation fix and gunshots fix are only
included while enabled, since a flag being on says nothing about whether
their preconditions are currently being met and they'd otherwise be noise
when off. Force-calls the per-frame poll() first, so chaining a cvar set
and a status query on one ;-joined console line reports the post-change
state, not the state from before that line ran.
Raises DoD's hard-coded four-line cap on the kill feed, moves it, hides
frags, or injects one by hand. HLAE's own mirv_deathmsg supports only
cstrike and tfc, so none of it works for DoD. See
goldsrc_death_notices.md.
| subcommand | does |
|---|---|
dodtools_deathmsg |
status + usage |
dodtools_deathmsg max <4..127> |
lines of kill feed shown at once (default 4) |
dodtools_deathmsg offset <0..4096> |
y the feed starts at (default 20) |
dodtools_deathmsg offset default |
hand y back to the game |
dodtools_deathmsg block <id>... |
hide frags involving these players (replaces the set) |
dodtools_deathmsg block !<id>... |
hide everything except these players |
dodtools_deathmsg block clear |
stop hiding anything |
dodtools_deathmsg fake <killer> <victim> <weapon> |
inject one by hand; weapon is a name (d_garand, garand) or 1..43
|
Tracked here so a scan of this page doesn't miss what's about to land, but these aren't real until their PR merges -- check the PR before relying on anything below.
| command | issue | PR |
|---|---|---|
dodtools_hide_hudelement <name> <0|1> |
#265 | #296 |
dodtools_clear_decals |
#290 | #297 (stacked on #296) |
dodtools_hide_hand_signals |
#283 | #298 (stacked on #297) |
dodtools_ex_interp_max |
#271 | #301 (stacked on #298) |
dodtools_overviewmap |
#268 | #303 (stacked on #301) |
dodtools_objectives |
#254 | #263 |
dodtools_msglog <name>... | all | clear |
#267 | #317 |
dodtools_hide_sprite <model-path>... |
#315 | #318 |
Manual, like the rest of this crate's docs -- there is no generator from
commands.rs, and no automation mirrors this page from the repo file. Each
PR that adds or changes a dodtools_* entry should update
docs/dodtools_commands.md
the same way it already updates README.md's own control-surface list; this
wiki page should be refreshed from that file periodically, not edited
independently, or the two will drift apart.