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  1. // The following are settable by the user. They are assigned to the
  2. // default values, as if this file was empty. Comments above them
  3. // should indicate what possible settings are available.
  4.  
  5. // Note that only things that cannot affect game synchronization are
  6. // in here (views, etc).
  7.  
  8. // Further update: please *DO* *NOT* edit this file. Make a copy of LocalPrefs.ini
  9. // in your addons folder and adjust your items there. This is for advanced
  10. // users only.
  11.  
  12. [UserPrefs]
  13.  
  14. // How long the console remains visible after it's opened via code
  15. // popping up an error. These values are in ms, so that 1000 = 1
  16. // second. A value of 0 should prevent that from appearing; values
  17. // less than 0 are treated as zero.
  18. BZoneLoadConsoleOpenTime = 1000
  19. BZoneIngameConsoleOpenTime = 0
  20.  
  21. // How many logfiles are kept for BZ2, for both regular and crash
  22. // logfiles. If this count is > 0, then the oldest files by date
  23. // matching BZ2's log naming convention are auto-deleted. If this
  24. // count is <= 0, then no culling is performed.
  25. NumBZ2LogFiles = 5
  26. NumBZ2CrashLogFiles = 10
  27.  
  28.  
  29. // If this is true, then all items printed to the ingame console
  30. // are echoed to the battlezone.log file. This'll let people see
  31. // what's in some of the really huge hierarchies.
  32. EchoConsoleToLogfile = false
  33.  
  34. // If true, the AIP running code will log things to disk, same effect
  35. // as passing /aiplogging on the commandline. There is probably a
  36. // slight performance hit when this is enabled, so I recommend that
  37. // only modders turn this on.
  38. aipLogging = false
  39.  
  40. // If true, when an out-of-sync is needed, it'll spam the AIP log file
  41. // w/ extra info to try and help determine what went wrong. Only
  42. // testers should really have this on; you need logs from both client
  43. // (or client that went out of sync if more than one client) & server
  44. // to begin to dig into this.
  45. aipExtraLoggingOnResync = false
  46.  
  47. // If true, the info that goes into the histogram (even if the
  48. // histogram is not displayed) is logged to a file in the logs
  49. // directory.
  50. KeepHistogramLogfile = false
  51.  
  52. // If true, then when a Singleplayer/Instant Action game is
  53. // alt-tabbed, the game will automatically pause. If false, then the
  54. // game will continue playing even while alt-tabbed.
  55. PauseSPOnAlttab = true
  56.  
  57. // If true, will pop up a warning dialog box when the user changes
  58. // an option (usually those on Graphics options page 2, some of
  59. // sound options page 2) that requires restarting BZ2 for the change
  60. // to take effect.
  61. ShowWarningOnOptionsRequireRestart = true
  62.  
  63.  
  64. // Shift-F9 colors for slab types
  65. ShiftF9SlabFlatColor = "0 102 102 255"
  66. ShiftF9SlabSlopedColor = "102 102 102 255"
  67. ShiftF9SlabSteepColor = "255 255 0 255"
  68. ShiftF9SlabLavaColor = "255 0 0 255"
  69. ShiftF9SlabWaterFlatColor = "0 51 102 255"
  70. ShiftF9SlabWaterSteepColor = "102 102 0 255"
  71. ShiftF9SlabUnknownColor = "76 76 76 255"
  72. ShiftF9SlabBuildingColor = "153 153 153 255"
  73. ShiftF9SlabOutlineColor = "0 0 0 255"
  74. ShiftF9SlabDrawOutline = true
  75.  
  76. //
  77. //
  78. //
  79. // -----------------------------------------------------------------------
  80. // Video system stuff.
  81. //
  82. //
  83. //
  84.  
  85. // Show framerate: yes/no. [Adjustable ingame with the vid.framerate
  86. // console command.] 1.2 used 'false' here.
  87. ShowFPS = true
  88.  
  89. // Minimum size for any object being considered for
  90. // lighting. Basically, this is a bit of padding added to object sizes
  91. // when looking at lighting them. If (LightRange +
  92. // LitObjectMinimumSize) < (2D distance between object and light),
  93. // then that light will be considered for applying to that object. If
  94. // this value is too small, then corners of a boxy object may not be
  95. // accurately lit. If this value is too big, then performance may
  96. // suffer as DX9 is told to apply too many lights to an object. Pick
  97. // your poison.
  98. //
  99. // At the default 32m/cluster, this should have a minimum value of
  100. // about 22.6, because that's the distance between the center and a
  101. // corner (16*sqrt(2) ~= 22.6). But, that's the size of an
  102. // ibpgen. Larger buildings, like the recy/factory are a 2x2 cluster
  103. // push this to about 45 (32*sqrt(2) ~= 45.2). This value has a
  104. // minimum value of clustersize * 0.5 * sqrt(2), i.e. 22.6 at default
  105. // cluster size.
  106. LitObjectMinimumSize = 40
  107.  
  108. // Default teamcolors for DM/FFA. These will be pushed from the server
  109. // to clients. If you don't like what the server pushed to you as a
  110. // client, look at the console commands game.setdefaultcolors,
  111. // game.setgameprefscolors, game.setservercolors,
  112. // game.swapteamcolors. There are also network chat commands
  113. // "/setdefaultcolors", "/setgameprefscolors", "/setservercolors", and
  114. // "/swapteamcolors" , which do the same thing.
  115. //
  116. // If a teamcolor is all zeroes for the first 3 values (e.g. red,
  117. // green & blue), then it's treated as not used -- the default skin
  118. // for a unit is used. If any of r/g/b is not zero, then it's used,
  119. // and the alpha value is set to 255.
  120. //
  121. // Further notes on use -- these colors are a *multiplier* on the
  122. // current colors. You should treat them as having an implicit
  123. // divide-by-255 when they're used -- i.e. setting a channel to 255
  124. // means multiplying by 255/255, i.e. multiplying by 1.0. If you set a
  125. // channel to 127, you're multiplying by 127/255, i.e. multiplying by
  126. // 0.5. Thus, there's no way to brighten up the current colors, only
  127. // darken. The 'current color' referred to above is what DX9
  128. // calculated from various things, including the vertex color in the
  129. // model, base texture (skin), and any lighting applied.
  130.  
  131. // FFA & DM colors, one per team.
  132. TeamColorFFA0 = " 0 0 0 0" // no special color
  133. TeamColorFFA1 = "255 31 31 255" // red
  134. TeamColorFFA2 = "255 255 31 255" // yellow
  135. TeamColorFFA3 = " 31 255 31 255" // green
  136. TeamColorFFA4 = " 31 31 255 255" // blue
  137. TeamColorFFA5 = " 31 255 255 255" // cyan
  138. TeamColorFFA6 = "255 31 255 255" // violet
  139. TeamColorFFA7 = "255 255 255 255" // white
  140. TeamColorFFA8 = " 31 31 31 255" // black
  141. TeamColorFFA9 = " 0 0 0 0" // no special color
  142. TeamColorFFA10= " 0 0 0 0" // no special color
  143. TeamColorFFA11= " 0 0 0 0" // no special color
  144. TeamColorFFA12= " 0 0 0 0" // no special color
  145. TeamColorFFA13= " 0 0 0 0" // no special color
  146. TeamColorFFA14= " 0 0 0 0" // no special color
  147. TeamColorFFA15= " 0 0 0 0" // no special color
  148.  
  149. // And, for teamplay (i.e. team strat or MPI) games, the teamcolors.
  150. // TeamA is used for teams 1..5, and TeamB is for teams 6..10
  151. TeamColorTeamA = "255 31 31 255" // red
  152. TeamColorTeamB = "31 31 255 255" // blue
  153.  
  154. // Per-team colors, even w/ teamplay on. The '0' slot is for the
  155. // commander; 1..4 are thugs. Note - if these are not specified
  156. // (i.e. they're commented out w/ the // at the left end of the line),
  157. // then the TeamColorA/TeamColorB is auto-copied into these values
  158.  
  159. //TeamColorTeamA0 = "255 31 31 255" // red
  160. //TeamColorTeamA1 = "255 31 31 255" // red
  161. //TeamColorTeamA2 = "255 31 31 255" // red
  162. //TeamColorTeamA3 = "255 31 31 255" // red
  163. //TeamColorTeamA4 = "255 31 31 255" // red
  164.  
  165. //TeamColorTeamB0 = "31 31 255 255" // blue
  166. //TeamColorTeamB1 = "31 31 255 255" // blue
  167. //TeamColorTeamB2 = "31 31 255 255" // blue
  168. //TeamColorTeamB3 = "31 31 255 255" // blue
  169. //TeamColorTeamB4 = "31 31 255 255" // blue
  170.  
  171.  
  172.  
  173. // Commando says that these values for teamplay team colors look
  174. // pretty close to 1.0-1.3pb4a's P3 optimization colors. To use these,
  175. // copy the lines into localprefs.ini, and remove the two slashes
  176. // (comment) from the start of the line:
  177.  
  178. TeamColorTeamA = "255 255 0 255" // red
  179. TeamColorTeamB = "0 0 255 255" // blue
  180.  
  181. // Teamcolors for MP games. 0 means off, 1 is team colors on,
  182. // individual teams, 2 is team colors on, teamplay colors (teams 1-5
  183. // the same, 6-10 the same). Use -1 for default (BZ2 1.0-1.2 behavior,
  184. // which is 0 in SP, 1 or 2 in MP). Invalid values treated as -1
  185. TeamplayColors = -1
  186.  
  187. // If this is true, the Free For All (i.e. non-teamplay) colors will
  188. // be scrambled by each session's server so that there's a little more
  189. // variety in their use. If false, the 1.0-1.2 teamcolor list is used.
  190. ScrambleTeamplayColors = true
  191.  
  192. // Whether extra framerate stats (e.g. # of triangles, bitmap memory
  193. // usage, etc) are displayed when the framerate display is turned on
  194. // or not. Default of false means only show instantaneous & recent
  195. // min/max fps
  196. ExtraFPSInfo = false
  197.  
  198.  
  199. // Shows the version at the login and main menu screens, if true.
  200. // Helpful in full screen where the title bar is not visible
  201. ShowVersion = true
  202.  
  203. // For screen fills (e.g. the red overlay when taking damage), this
  204. // can clamp how long it shows up. 1.0-1.3pb3 had no maximum on this.
  205. // (This value is in seconds *AND* opacity -- it's a timer, and when
  206. // between 0 and 1, it's also the opacity. When > 1, the opacity
  207. // is clamped at 100%). I personally like a value like 0.8 for this,
  208. // but I'm not willing to make such a drastic change.
  209. MaxColorFade = 2.0
  210.  
  211. // Forces a desktop refresh (redraw) on exit. Asked for by a beta tester,
  212. // made an option so this can be turned off if it annoys you.
  213. RefreshDesktopOnExit = false
  214.  
  215. // Target framerate, used during MP (and optionally SP). This value is
  216. // used as the framerate below which the game will start dropping
  217. // graphical features. This value can be anywhere from 15-1000, clamped
  218. // on reading. [If you're trying to sustain 1000fps, good luck!]
  219. MinFramerateInSP = false // if true, apply MinFramerate in SP and IA
  220. ShowFramerateTweaks = false // set to true to debug
  221.  
  222. // Shows game histogram (toggleable w/ game.histogram)
  223. ShowHistogram = false
  224.  
  225. // Sort order for which graphical features are dropped. These numbers
  226. // must be between 1 and 100. The values in a sequence (e.g. SkyOff ->
  227. // SkyLow -> SkyHigh) must be in increasing order. Entries in
  228. // different sequences may have the same value. Lowest priority items
  229. // (whose FPS matches) will be disabled. If nothing is disabled for a
  230. // period, then it checks for things to enable, highest priority to
  231. // lowest priority (whose FPS matches)
  232.  
  233. ObjsLow = 28
  234. ObjsMed = 27
  235. ObjsHigh = 26
  236. LightsNone = 25
  237. TerrainLow = 24
  238. SkyNone = 23
  239. PropsNone = 22
  240. ShadowOff = 21
  241. LightsOne = 20
  242. TerrainMed = 19
  243. SkyLow = 18
  244. ShadowMed = 17
  245. PropsMed = 16
  246. SkyHigh = 15
  247. TerrainHigh = 14
  248. LightsNoHeadlights = 13
  249. PropsHigh = 12
  250. ParticleLow = 11
  251. ParticleMed = 10
  252. ParticleHigh = 9
  253. ReflectionsOff = 8
  254. LocalFogOff = 7
  255. WeatherOff = 6
  256. TerrainLoddingOff = 6
  257. LightsAll = 5
  258. ReflectionsOn = 4
  259. LocalFogOn = 3
  260. WeatherOn = 2
  261. TerrainLoddingOn = 2
  262. ShadowHigh = 1
  263.  
  264. // Framerate target for the above functions. These values must be
  265. // between 15 and 999. There must be a spacing of at least 6 between
  266. // sequenced values, e.g. SkyOff -> SkyLow -> SkyHigh. If the
  267. // framerate is below than the value, it'll be applied. If above the
  268. // value, and this is the top entry in the sequence, the feature will
  269. // be applied.
  270.  
  271. ObjsLowFPS = 15.0
  272. ObjsMedFPS = 21.0
  273. ObjsHighFPS = 27.0 // People like this, so make it show back up first
  274.  
  275. LightsNoneFPS = 15.0
  276. LightsOneFPS = 20.0
  277. LightsNoHeadlightsFPS = 25
  278. LightsAllFPS = 47.0
  279.  
  280. TerrainLowFPS = 23.0
  281. TerrainMedFPS = 29.0
  282. TerrainHighFPS = 37.0
  283.  
  284. SkyNoneFPS = 14.0
  285. SkyLowFPS = 35.0
  286. SkyHighFPS = 45.0
  287.  
  288. PropsNoneFPS = 25.0
  289. PropsMedFPS = 33.0
  290. PropsHighFPS = 39.0
  291.  
  292. ShadowOffFPS = 20.0
  293. ShadowLowFPS = 25.0
  294. ShadowMedFPS = 30.0
  295. ShadowHighFPS = 45.0
  296.  
  297. ParticleLowFPS = 22.0
  298. ParticleMedFPS = 30.0
  299. ParticleHighFPS = 46.0
  300.  
  301. ReflectionsOffFPS = 41.0
  302. ReflectionsOnFPS = 48.0
  303.  
  304. LocalFogOffFPS = 22.0
  305. LocalFogOnFPS = 50.0
  306.  
  307. WeatherOffFPS = 15.0
  308. WeatherOnFPS = 41.0
  309.  
  310. TerrainLoddingOffFPS = 15.0
  311. TerrainLoddingOnFPS = 25.0
  312.  
  313. // Values for the LOD layer at level 0, 1 or 2 (low, medium, high,
  314. // respectively). Changing these could cause serious problems, so be
  315. // careful
  316. LOD0_MRM = 3.0
  317. LOD0_SortTransparent = false
  318. LOD0_DoGlowTextures = false
  319. LOD0_FarDist = 400.0
  320. //
  321. LOD1_MRM = 2.0
  322. LOD1_SortTransparent = false
  323. LOD1_DoGlowTextures = true
  324. LOD1_FarDist = 500.0
  325. //
  326. LOD2_MRM = 0.6
  327. LOD2_SortTransparent = true
  328. LOD2_DoGlowTextures = true
  329. LOD2_FarDist = 600.0
  330.  
  331. // Tuning values for the building preview display.
  332.  
  333. // Alpha values for the building preview light & heavy display. Values
  334. // are from 0 (transparent) to 255 (opaque). This is for the color of
  335. // the object as a whole
  336. BuildingPreview_LightAlpha = 31
  337. BuildingPreview_HeavyAlpha = 160
  338. // Alpha of the wireframe in light * heavy mode, values as above
  339. BuildingPreview_WireLightAlpha = 127
  340. BuildingPreview_WireHeavyAlpha = 127
  341.  
  342. // Values used to reposition the mapradar onscreen. Width, Height
  343. // should be self-explanatory. For the positioning, it takes the
  344. // screen size, multiplies that by the multiplier, then adds the
  345. // diff. That is treated as the top-left coord, unless that would push
  346. // it (partly/fully) offscreen, in which case it's treated as bottom
  347. // and/or right, respectively. Experimentation should make this
  348. // clear. Two sets of values exist, one for play and one for the
  349. // editor.
  350.  
  351. // Note: these settings are adjustable with the ingame console, see
  352. // "gameprefs.Play_*" and "gameprefs.Edit_*" variables
  353.  
  354.  
  355. // Items are no longer read from here. Use the console commands
  356. // instead. Sorry, but the 5 modes for the ingame UI scale need to
  357. // override these.
  358.  
  359. // Play_MapRadarHeight = 128
  360. // Play_MapRadarWidth = 128
  361. // Play_MapRadarXMult = 0.0
  362. // Play_MapRadarXDiff = 30.0
  363. // Play_MapRadarYMult = 1.0
  364. // Play_MapRadarYDiff = -10.0
  365.  
  366. // Edit_MapRadarHeight = 128
  367. // Edit_MapRadarWidth = 128
  368. // Edit_MapRadarXMult = 1.0
  369. // Edit_MapRadarXDiff = -30.0
  370. // Edit_MapRadarYMult = 1.0
  371. // Edit_MapRadarYDiff = -10.0
  372.  
  373. // Same as above, but for the 3D cockpit radar. [applies to play &
  374. // editor, actually] You may need to keep the aspect ratio constant
  375. // here; if not 1.85:1, the XSI may need tweaking
  376.  
  377. // Items are no longer read from here. Use the console commands
  378. // instead. Sorry, but the 5 modes for the ingame UI scale need to
  379. // override these.
  380. // Play_CockpitRadarHeight = 140
  381. // Play_CockpitRadarWidth = 260
  382. // Play_CockpitRadarXMult = 0.0
  383. // Play_CockpitRadarXDiff = 35.0
  384. // Play_CockpitRadarYMult = 1.0
  385. // Play_CockpitRadarYDiff = 0.0
  386.  
  387. // Scale multiplier, applied to 3D cockpit radar, when reading and
  388. // converting to .msh. Note - mods may need to delete their cached
  389. // .msh file and rebuild to be compatible w/ pb5
  390. // Play_CockpitRadarXSIScale = 0.75
  391.  
  392. // Color for the 3D cockpit radar. Adjustable ingame w/ the
  393. // gameprefs.Play_CockpitRadarColorR .. B values
  394. // Play_CockpitRadarColorR = 0
  395. // Play_CockpitRadarColorG = 120
  396. // Play_CockpitRadarColorB = 255
  397.  
  398. // Positioning of the ingame histogram for MP. If these numbers are
  399. // negative, it's treated as a position from the right/bottom edge of
  400. // the screen; positive numbers are from the top/left, respectively.
  401. Play_HistogramPosX = -260
  402. Play_HistogramPosY = 70
  403.  
  404. // Values to allow the user to pull in (but never extend) the
  405. // visibility, fog ranges on maps. If the values below are under the
  406. // values set by a map, they are used. If they are above, they are
  407. // ignored. These settings don't affect the Editor build, where you'd
  408. // want higher draw distances.
  409. // Note: also adjustable with "gameprefs.MaxVisibility", and similar
  410. MaxVisibility = 99999.0
  411. MinFogRange = 99999.0
  412. MaxFogRange = 99999.0
  413.  
  414. // Multiplier applied to default visibility, fog ranges on maps. This
  415. // value must be between 0.1 (can see only 10% as far as normal) and
  416. // 1.0 (normal). This multiplier is applied before the maxes are
  417. // applies above, and may be more useful in trimming view distances.
  418. VisibilityMult = 1.0
  419.  
  420.  
  421. //
  422. //
  423. //
  424. // -----------------------------------------------------------------------
  425. // General game stuff.
  426. //
  427. //
  428. //
  429.  
  430. // What key (when used with the control key) is used to toggle the
  431. // ingame console on/off. See the bottom of this file for what values
  432. // are valid here; this is NOT an ascii code, but rather a DirectInput
  433. // keyboard char. Made editable after so many non-US keyboards had
  434. // issues with this key. For US keyboard, this default key is the one
  435. // with ~ ` on it. For UK keyboards, this default key is the one with
  436. // ` ¬ on it.
  437. ToggleConsoleKey = 0x29
  438.  
  439. // Whether DirectInput joysticks are usable in game or not. Disabling
  440. // them may skip a several-second delay when the game first starts up--
  441. // after the window is created, and before the legal screens appear.
  442. // If you don't plan on using a joystick with BZ2, setting this to
  443. // false may be a performance win.
  444. EnableDirectInputJoystick = true
  445.  
  446. // Flag that tunes behavior of what to do when the multiworld
  447. // buildworld is really late. Setting this to true will force it to
  448. // burn a little more CPU in hopes of catching up sooner rather than
  449. // later. Previous builds essentially defaulted this to false.
  450. AggressiveCatchupWhenLate = true
  451.  
  452.  
  453. // Initial setting of the variable adjustable w/ game.altremotepredict.
  454. DefaultAltRemotePredict = false
  455.  
  456.  
  457. // Maximum rate the 2D terrain map can be refreshed at, a fairly
  458. // expensive operation. This is mostly an issue in multiplayer, where
  459. // the multiworld frequency can cause spurious requests to refresh the
  460. // 2D map. This value is in 1/10 seconds, i.e. 10 = 1 second, 25 = 2.5
  461. // seconds. Setting this value too low can hurt your framerate.
  462. // Setting it too high may mean the 2D map lags reality, especially on
  463. // building creation/destruction. Most of the time, I doubt you're
  464. // looking at that map, so an up-to 2.5 second lag isn't a problem
  465. TerrainRefreshRateTicks = 25
  466.  
  467. // If this is true, and a private build, will spam out to battlezone.log
  468. // info about collisions that caused damage.
  469. DebugTraceDamage = false
  470.  
  471. // If this is true, debug.collisions defaults to 'on' when the game
  472. // first starts up. If false, defaults to 'off'
  473. DefaultDebugCollisionOn = false
  474.  
  475. // MaxCollisionDrawDistance is how far a line may be before it's
  476. // rejected. If either endpoint of a debug.collisions line is more
  477. // than this distance (in meters) away from the camera, the line is
  478. // rejected and not even sent to DX11
  479. MaxCollisionDrawDistance = 100.0
  480.  
  481. // These two tuning values determine whether big (i.e. > 1 mapcluster
  482. // in size) or small (== 1 mapcluster in size) heightfield lines
  483. // should be drawn when debug.collisions is turned on. Off by default,
  484. // as this can generate a LOT of stuff onscreen.
  485. ShowBigHeightfieldLines = false
  486. ShowSmallHeightfieldLines = false
  487.  
  488. // If TerrainLineCenterRadius is > 0, debug.collision terrain
  489. // lines will be generated for patches with centers that are
  490. // within that radius of TerrainLineCenterX/Z
  491. TerrainLineCenterX = 0.f;
  492. TerrainLineCenterZ = 0.f;
  493. TerrainLineCenterRadius = -1.0;
  494.  
  495. // If true, the game will rebuild the cliffs database on loading a
  496. // savegame. Recommended from the beta board.
  497. RecalcCliffsOnLoad = true
  498.  
  499.  
  500. // If true, the game will show debugging info for the currently
  501. // executing AIP plans onscreen. Mainly useful for modmakers.
  502. // The ingame console command game.debugaip will toggle this.
  503. ShowAIPInfo = false
  504.  
  505.  
  506. // Position of the onscreen AIP debugger. Positive values are treated
  507. // as offsets from left/top respectively; negative values measure from
  508. // bottom/right. It's possible for these values to push things
  509. // offscreen, so check your math!
  510. // The coordinate space for these are in a logical 640x480 space,
  511. // so that if you are running (for example) a 1280x960
  512. // resolution (windowed or fullscreen), all the values entered are
  513. // doubled.
  514. //
  515. // Note: this is adjustable with the ingame console, see
  516. // "gameprefs.AIPDebug_PosX" and "gameprefs.AIPDebug_PosY"
  517.  
  518. AIPDebug_PosX = -610
  519. AIPDebug_PosY = -175
  520.  
  521. // Same coordinate system, for the framerate & audio info strings
  522. Info_FPS_PosX = 0
  523. Info_FPS_PosY = 0
  524. Info_Audio_PosX = 480
  525. Info_Audio_PosY = 0
  526.  
  527.  
  528. // If true, the game will save the post-game statistics to disk, in
  529. // the 'GameStats' folder (which will be created as needed). Stats
  530. // are filenamed with system date and time of writing; do not play
  531. // more than one game per minute or files will be overwritten.
  532. SaveStatsToDisk = true
  533.  
  534.  
  535. // If true, uses 1.0-1.3pb1's method for trying to reassociate
  536. // ordnance across multiworld swaps. 'true' may be faster; 'false'
  537. // may look better visually.
  538. OldOrdnancePath = true
  539.  
  540. // If true, draws particles in the reflected (mirrored)
  541. // view. Definitely has issues when particles clip in/out of
  542. // water. Those would take a very long time to fix, so I'm mostly
  543. // killing the reflected particles code. If you really want to see the
  544. // reflected particles, set this to true. But, I won't listen to bug
  545. // reports for anomalies seen when this is true. 1.0-1.3pb4a treated
  546. // this as false without an option to change it.
  547. AllowReflectedParticles = true
  548.  
  549. // Multiplier on how fast the screen scrolls by in Shift-F9 mode. 1.0
  550. // should be patch1.2's speed, 2.0 = double that speed, 0.5 = one half
  551. // that speed.
  552. ShiftF9ScrollScale = 1.0
  553.  
  554. // Some threading and multi-CPU tuning values. For all priority
  555. // values, they can be one of the following values:
  556. // -2 : THREAD_PRIORITY_LOWEST
  557. // -1 : THREAD_PRIORITY_BELOW_NORMAL
  558. // 0 : THREAD_PRIORITY_NORMAL
  559. // 1 : THREAD_PRIORITY_ABOVE_NORMAL
  560. // 2 : THREAD_PRIORITY_HIGHEST
  561. // Values outside of -2..2 are treated as 0.
  562. MainThreadPriority = 0
  563. NetworkThreadPriority = 1
  564. OggDecodeThreadPriority = 1
  565.  
  566. // Thread affinity masks. These are bitfields, with 1 being the first
  567. // CPU in the system, 2 the second CPU, 4 the third CPU, etc. If a
  568. // mask specified here refers to a CPU that doesn't exist, it is
  569. // treated as 1
  570. MainThreadAffinityMask = 2
  571. NetworkThreadAffinityMask = 2
  572. OggDecodeThreadAffinityMask = 1
  573.  
  574. // Whether the watchdog thread is enabled or not.
  575. WatchdogThreadEnabled = true
  576.  
  577. // Allows tweaks to the render threading mode. Possible values are:
  578. // -1 : Main & background render thread enabled & active (fastest - work is split up)
  579. // 0 : Main thread work, ONLY (slower)
  580. // 1 : Background thread work, ONLY (slower)
  581. RenderThreadingMode = -1
  582.  
  583. // When this is true, the render thread tries to measure how many
  584. // milliseconds it's been active. Turning this to true *does* have a
  585. // slight performance cost as the thread has to ask Windows what time
  586. // it is early and often. If this is true, the info is collected every
  587. // second and shown onscreen with the fps display, updated once a
  588. // second.
  589. RenderThreadTiming = false
  590.  
  591.  
  592. // Memory debugging code. This option is processed by both bzone.exe &
  593. // bz2edit.exe in private builds. For public builds, ONLY
  594. // bz2edit.exe.
  595. // If true, each frame, it does a quick check of all memory
  596. // structures, and will die if an inconsistency is noted. Note:
  597. // turning this on WILL slow down your system. Drastically. Turning
  598. // this on may help identify when issues occur, rather than waiting to
  599. // crash when the affected memory is accessed.
  600. CheckMemoryEachFrame = false
  601.  
  602. //
  603. //
  604. //
  605. // -----------------------------------------------------------------------
  606. // Audio system stuff. The sound code has been rewritten for the 1.3
  607. // to support DirectSound/DirectSound3D thru DirectX 8.0 or better.
  608. // [1.2 handled Aureal 1.x/2.x, though that code had a ton of bugs.]
  609. //
  610. //
  611. //
  612.  
  613. // If this setting is true, 3D sounds will be attempted. If false, 3D
  614. // sound will be off. This is possibly perferable to the /nods3d
  615. // commandline flag. If your sound card says it can't do 3D, this
  616. // value will be set to false(disable).
  617. Enable3DAudio = true
  618.  
  619.  
  620. // Audio mixing rate, selected from the following list:
  621. // 0 = 8000 Hz
  622. // 1 = 11025 Hz (BZ2 1.0-1.2 default)
  623. // 2 = 22050 Hz
  624. // 3 = 44100 Hz
  625. // No other values are allowed, and 22050 will be used if an illegal
  626. // value is specified
  627. AudioMixRate = 3
  628.  
  629.  
  630. // Audio mixing bits. Drop this to 8 if your audio board is *really*
  631. // underpowered. Only 8 or 16 is valid here, with 16 being the
  632. // default.
  633. AudioMixBits = 16
  634.  
  635.  
  636. // Size of audio cache. If this is 0, it is autodetermined by the
  637. // following:
  638. // Physical RAM <= 64MB : 4MB . [Upgrade already, dangit!]
  639. // Physical RAM 64-128MB : 8MB
  640. // Physical RAM 128-192MB: 16MB
  641. // Physical RAM 192+MB : 32MB
  642. //
  643. // If this number is not 0, it is taken as a number of MB of memory to
  644. // use (valid values are 1-64MB). If you're running a box with 2GB or
  645. // 4GB ram, this autodetect may give strange results-- see the
  646. // battlezone.log file to see what value it really used.
  647. //
  648. // It may make sense to set this value to 16+MB, even on 64MB boxes.
  649. // The reasoning behind this is as follows: doing so would cause a lot
  650. // of swapping in windows. However, that swapping may well be faster
  651. // than BZ2's reading the disk (for the same amount of data),
  652. // unpacking, and the like. Experiment with this if you want.
  653. //
  654. // (Note: if your soundcard says it's got a particular size of
  655. // ram onboard, that overrides the above)
  656. AudioCacheSize = 0
  657.  
  658. // Flag as to whether any BZ2 audio will play when alt-tabbed or not.
  659. // Sound efx that started before the alt-tab might continue to play
  660. // until they expire.
  661. AudioWhenAltTabbed = true
  662.  
  663.  
  664. // Faders for various parts of audio. This is a multiplier on the rest
  665. // of the volume, so that 0.0f means "off, completely", 0.5f means
  666. // "half of slider volume", 1.0f means "use slider volume", and 2.0f
  667. // means "double slider volume."
  668. //
  669. // Note: maximum value for audio in code is clamped to 1.0, so if any
  670. // of these are over 1.0, then your in-game slider must be under 1.0
  671. // to fully take effect. (i.e. if you set one to 2.0f, your ingame
  672. // volume slider must be 0-50%, so that that category can go from 0-1
  673. // w/o clamping). Valid values are 0 to 2 (double).
  674. AudioMultiplier_UNKNOWN = 1.0f // fallback
  675. AudioMultiplier_UNIT_DLG = 1.0f
  676. AudioMultiplier_MISSION_DLG = 1.0f
  677. AudioMultiplier_INTERFACE = 1.0f
  678. AudioMultiplier_WEAPON = 1.0f
  679. AudioMultiplier_ORDNANCE = 1.0f
  680. AudioMultiplier_EXPLOSION = 1.0f
  681. AudioMultiplier_ENGINE = 1.0f
  682. AudioMultiplier_AMBIENT = 1.1f
  683.  
  684.  
  685. // Distance ranges for various classes. These values must be between
  686. // 2.0f and 250.0f. The values here seem to work well.
  687. vehicleMinDist = 10.0
  688. vehicleMaxDist = 225.0
  689. explosionMinDist = 10.0
  690. explosionMaxDist = 225.0
  691. weaponMinDist = 10.0
  692. weaponMaxDist = 225.0
  693. ordnanceMinDist = 10.0
  694. ordnanceMaxDist = 225.0
  695.  
  696.  
  697. // Various 3D setup flags. These are the defaults, I believe, and
  698. // ought to work. See the DirectX SDK docs for info on what they are.
  699.  
  700. // D3D listener params
  701. flDistanceFactor= 1.0
  702. flRolloffFactor = 1.0
  703.  
  704.  
  705. // D3D Buffer Params
  706. dwInsideConeAngle = 360
  707. dwOutsideConeAngle = 360
  708. vConeOrientation_x = 0.0
  709. vConeOrientation_y = 0.0
  710. vConeOrientation_z = 1.0
  711. lConeOutsideVolume = 0
  712. // XAudio parameters
  713. UseListenerCone = false // XAudio seems to work better with this off
  714. UseInnerRadius = true // XAudio, for the listener
  715. // These parameters are adjustable only in private testing builds,
  716. // as they might have advantages in MP. See
  717. // https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx
  718. // for more information
  719. CurveDistanceScaler = 220.0 // Must be in range [FLT_MIN .. FLT_MAX]. Defines the max range at which 3D audio is hearable
  720. DopplerScaler = 1.1 // Must be in range [0.0 .. FLT_MAX]
  721.  
  722. // Whether XAudio2 3D sounds are sent to an additional submix voice
  723. // doing low frequency effects.
  724. UseXAudioSubmixVoice = true
  725.  
  726.  
  727. // Use the new shell background music volume setter. This is
  728. // recommended to be true for my Soundblaster Live and Hercules
  729. // Gamesurround MUSE XL cards at home, but false for my Turtle Beach
  730. // Santa Cruz. Basically, if you alt-tab in the pregame shell and the
  731. // music is very loud on return, try reversing this setting.
  732. NewShellMusicBehavior = false
  733.  
  734.  
  735. // Whether /nobodyhome on the commandline is a 1-time option, or
  736. // persists until you relaunch w/o that option. 1.0-1.3pb3 used a
  737. // value of true for this
  738. NobodyHomeIsPersistent = false
  739.  
  740. //
  741. //
  742. //
  743. // -----------------------------------------------------------------------
  744. // Network stuff
  745. //
  746. //
  747. //
  748.  
  749. // Default name to be in the session name box
  750. DefaultSessionName = "VSR vocal society recall"
  751.  
  752.  
  753. // Default password to be in the password box
  754. DefaultPassword = ""
  755.  
  756.  
  757. // Default server message
  758. DefaultMessage = "NERDS only"
  759.  
  760. // Default Max ping (until edited). Default is 750 (milliseconds), or 0.75 seconds
  761. // Valid range is [10 .. 1200]
  762. DefaultMaxPing = 750
  763.  
  764. // Default sync join wait seconds (until edited)
  765. // Valid range is [30 .. 300]
  766. DefaultSyncJoinWaitSeconds = 120
  767.  
  768. // If true, sessions in the server list that have no map will
  769. // be hidden. Helps reduce some of the advertising spam.
  770. FilterOutNoMap = false
  771.  
  772. // If true, sessions in the server list that are passworded will be
  773. // hidden.
  774. SessionListFilterOutPasswordProtected = false
  775.  
  776. // If true, sessions in the server list that are locked will be
  777. // hidden.
  778. SessionListFilterOutLockedGames = false
  779.  
  780. // If true, sessions in the server list that are a different version
  781. // will be hidden.
  782. SessionListFilterOutDifferentVersion = false
  783.  
  784. // If true, sessions in the server list that have a map not locally
  785. // installed will be hidden.
  786. SessionListFilterOutMissingMaps = false
  787.  
  788. // If true, sessions in the server list that are being a NAT gateway
  789. // will be hidden.
  790. SessionListFilterOutNattedServers = false
  791.  
  792.  
  793. // Controls whether verbose (excessive(?)) info is printed when
  794. // lag is noted.
  795. VerboseLagInfo = true
  796.  
  797. // Controls whether verbose (excessive(?)) info is printed with
  798. // info about NatNeg
  799. VerboseNatNegInfo = true
  800.  
  801.  
  802. // Flag to start off in LAN only mode (true), or Online (false)
  803. LANOnly = false
  804.  
  805.  
  806. // Flag to start off in 'Power User' mode (true) or normal (false)
  807. // Among other things, setting this to true will skip the "you've
  808. // exceeded the recommended limit of 30 units" dialog.
  809. PowerUser = true
  810.  
  811. // How long, in seconds, between spamming the console about lagged
  812. // players or MW lag. Larger values == longer delay
  813. LagSpamTimeout = 4
  814.  
  815. // How much, in seconds, MW lag must be present before we complain
  816. // about it.
  817. MinMWLagSeconds = 12
  818. // How long, in seconds, before we show a player is lagged, or player
  819. // is really lagged messages.
  820. MinLaggedPlayerSeconds = 4
  821. MinReallyLaggedPlayerSeconds = 12
  822.  
  823. // Whether the semitransparent background for the ingame score panel
  824. // is used or not.
  825. UseScorepanelBackdrop = false
  826.  
  827. // # of seconds the multiplayer in-game messages window (mid-right
  828. // screen) appears for in normal mode
  829. MessagesWindowTimeoutNormal = 20
  830.  
  831.  
  832. // # of seconds the multiplayer in-game messages window (mid-right
  833. // screen) appears for in poweruser mode
  834. MessagesWindowTimeoutPowerUser = 9999
  835.  
  836.  
  837. // Ingame score info on by default (control-enter to toggle)
  838. ScoresVisible = false
  839.  
  840. // Whether kills by AI units on AI units are reported to the ingame
  841. // messages box.
  842. ShowAIonAIKillMessages = true
  843.  
  844.  
  845. // # of seconds between refreshing the Online server list
  846. OnlineServerListRefresh = 15
  847.  
  848.  
  849. // # of seconds between refreshing the LAN server list
  850. LANServerListRefresh = 15
  851.  
  852.  
  853. // Shows all games in the server list, regardless of versioning. If
  854. // false, only shows games with the same BZ2 patch version.
  855. ShowAllGames = true
  856.  
  857.  
  858. // Default port # for games (LAN & online) to be hosted on. Changing
  859. // this shouldn't be necessary unless you're trying to host multiple
  860. // games off a machine at once. Valid values for this are 1024 thru
  861. // 60000. Also used in LAN scans-- scans base-10 to base +20. Thus,
  862. // all machines on a LAN must have very similar base port #s
  863. ServerBasePortNumber = 17770
  864.  
  865. // Default amount of time (in seconds) for an opened connection to
  866. // start talking as a BZ2 app. Connections will be dropped if this
  867. // timeout is exceeded. Range of possible values is 1.0 .. 99.0.
  868. InitialJoinTime = 10.0
  869.  
  870. // Whether onscreen chat messages have a timestamp or not
  871. TimestampOnscreenChat = false
  872.  
  873. // Whether chat is cleared between games or not
  874. ClearChatBetweenGames = false
  875.  
  876. // Flag as to whether IPs are added to an autoblock list after
  877. // multiple bad joins. Note: the /clearautobans chatline command
  878. // should flush this list.
  879. AutoblockBadJoiners = true
  880.  
  881.  
  882. // How many bad joins are needed to be added to the autoblock list
  883. // Note: the /clearautobans chatline command should flush this list.
  884. RejectionsBeforeAutoBan = 2
  885.  
  886.  
  887. // For a player that has been locally banned, but you're in a game
  888. // that the server has allowed that player, whether they're
  889. // automatically text & voice muted. Default is true (i.e. quiet them
  890. // down)
  891. AutoTextMuteBannedPlayers = false
  892. AutoVoiceMuteBannedPlayers = false
  893.  
  894. // IRC options. These are used in the chat system.
  895. // Server address and port to connect to.
  896. IRCServerAddr = "battlezone99mp.webdev.rebellion.co.uk"
  897. IRCPort = 6667
  898.  
  899.  
  900. // Default channel to connect to.
  901. IRCDefaultChannel = "#bz2"
  902.  
  903.  
  904. // If this line isn't commented out, it's used as an alternate
  905. // nickname to be used by IRC if your first one is flagged as in use.
  906. // CHANGE THIS BEFORE UNCOMMENTING!
  907.  
  908. // IRCAlternateNick = "SomeNickname"
  909.  
  910. // userid to tell irc. Please fill this in with correct info. This is
  911. // not your irc nickname (which is inherited from your BZ2 login name),
  912. // but what is reported to the irc server.
  913. IRCUserID = "player"
  914.  
  915.  
  916. // Full, real name to tell irc server. Please fill this in with correct info
  917. IRCFullName = "Battlezone 2 Player"
  918.  
  919.  
  920. // Flag as to whether the IRC MOTD (Message Of The Day) is shown on
  921. // startup. This is mostly the same info, so some people may choose
  922. // to avoid this spammage.
  923. IRCShowMOTD = true
  924.  
  925.  
  926. // Settings for logging chat to disk. ChatLog is for ingame chat;
  927. // IRCLog is for the pregame chat. If these settings are true, then a
  928. // timestamped file will be created in the 'Logs' subfolder from
  929. // bzone.exe. These files are created on demand, so if you start BZ2
  930. // and play only SP or IA, no logfile will be created.
  931. //
  932. // As shipped, these are off. If you turn these on, please monitor
  933. // disk space over time if you install BZ2 1.3 to a HD with less than
  934. // a gig free.
  935. KeepChatLogFile = true
  936. KeepIRCLogFile = true
  937.  
  938.  
  939. // If true, chat/irc logs files will have a timestamp added to the
  940. // start of each line printed
  941. TimestampChat = true
  942.  
  943.  
  944. // -----------------------------------------------------------------
  945.  
  946. // Possible characters for the ToggleConsoleKey above. Note: the
  947. // "DIK_" part of each line is the DirectInput name for each possible
  948. // key, which should help you find a suitable key. DIK_GRAVE is the
  949. // default, which means that 0x29 is copied to the "ToggleConsoleKey"
  950. // line well above. These constants come from Microsoft's
  951. // DirectInput.h
  952.  
  953. // DIK_ESCAPE 0x01
  954. // DIK_1 0x02
  955. // DIK_2 0x03
  956. // DIK_3 0x04
  957. // DIK_4 0x05
  958. // DIK_5 0x06
  959. // DIK_6 0x07
  960. // DIK_7 0x08
  961. // DIK_8 0x09
  962. // DIK_9 0x0A
  963. // DIK_0 0x0B
  964. // DIK_MINUS 0x0C /* - on main keyboard */
  965. // DIK_EQUALS 0x0D
  966. // DIK_BACK 0x0E /* backspace */
  967. // DIK_TAB 0x0F
  968. // DIK_Q 0x10
  969. // DIK_W 0x11
  970. // DIK_E 0x12
  971. // DIK_R 0x13
  972. // DIK_T 0x14
  973. // DIK_Y 0x15
  974. // DIK_U 0x16
  975. // DIK_I 0x17
  976. // DIK_O 0x18
  977. // DIK_P 0x19
  978. // DIK_LBRACKET 0x1A
  979. // DIK_RBRACKET 0x1B
  980. // DIK_RETURN 0x1C /* Enter on main keyboard */
  981. // DIK_LCONTROL 0x1D
  982. // DIK_A 0x1E
  983. // DIK_S 0x1F
  984. // DIK_D 0x20
  985. // DIK_F 0x21
  986. // DIK_G 0x22
  987. // DIK_H 0x23
  988. // DIK_J 0x24
  989. // DIK_K 0x25
  990. // DIK_L 0x26
  991. // DIK_SEMICOLON 0x27
  992. // DIK_APOSTROPHE 0x28
  993. // DIK_GRAVE 0x29 /* accent grave */
  994. // DIK_LSHIFT 0x2A
  995. // DIK_BACKSLASH 0x2B
  996. // DIK_Z 0x2C
  997. // DIK_X 0x2D
  998. // DIK_C 0x2E
  999. // DIK_V 0x2F
  1000. // DIK_B 0x30
  1001. // DIK_N 0x31
  1002. // DIK_M 0x32
  1003. // DIK_COMMA 0x33
  1004. // DIK_PERIOD 0x34 /* . on main keyboard */
  1005. // DIK_SLASH 0x35 /* / on main keyboard */
  1006. // DIK_RSHIFT 0x36
  1007. // DIK_MULTIPLY 0x37 /* * on numeric keypad */
  1008. // DIK_LMENU 0x38 /* left Alt */
  1009. // DIK_SPACE 0x39
  1010. // DIK_CAPITAL 0x3A
  1011. // DIK_F1 0x3B
  1012. // DIK_F2 0x3C
  1013. // DIK_F3 0x3D
  1014. // DIK_F4 0x3E
  1015. // DIK_F5 0x3F
  1016. // DIK_F6 0x40
  1017. // DIK_F7 0x41
  1018. // DIK_F8 0x42
  1019. // DIK_F9 0x43
  1020. // DIK_F10 0x44
  1021. // DIK_NUMLOCK 0x45
  1022. // DIK_SCROLL 0x46 /* Scroll Lock */
  1023. // DIK_NUMPAD7 0x47
  1024. // DIK_NUMPAD8 0x48
  1025. // DIK_NUMPAD9 0x49
  1026. // DIK_SUBTRACT 0x4A /* - on numeric keypad */
  1027. // DIK_NUMPAD4 0x4B
  1028. // DIK_NUMPAD5 0x4C
  1029. // DIK_NUMPAD6 0x4D
  1030. // DIK_ADD 0x4E /* + on numeric keypad */
  1031. // DIK_NUMPAD1 0x4F
  1032. // DIK_NUMPAD2 0x50
  1033. // DIK_NUMPAD3 0x51
  1034. // DIK_NUMPAD0 0x52
  1035. // DIK_DECIMAL 0x53 /* . on numeric keypad */
  1036. // DIK_OEM_102 0x56 /* <> or \| on RT 102-key keyboard (Non-U.S.) */
  1037. // DIK_F11 0x57
  1038. // DIK_F12 0x58
  1039. // DIK_F13 0x64 /* (NEC PC98) */
  1040. // DIK_F14 0x65 /* (NEC PC98) */
  1041. // DIK_F15 0x66 /* (NEC PC98) */
  1042. // DIK_KANA 0x70 /* (Japanese keyboard) */
  1043. // DIK_ABNT_C1 0x73 /* /? on Brazilian keyboard */
  1044. // DIK_CONVERT 0x79 /* (Japanese keyboard) */
  1045. // DIK_NOCONVERT 0x7B /* (Japanese keyboard) */
  1046. // DIK_YEN 0x7D /* (Japanese keyboard) */
  1047. // DIK_ABNT_C2 0x7E /* Numpad . on Brazilian keyboard */
  1048. // DIK_NUMPADEQUALS 0x8D /* = on numeric keypad (NEC PC98) */
  1049. // DIK_PREVTRACK 0x90 /* Previous Track (DIK_CIRCUMFLEX on Japanese keyboard) */
  1050. // DIK_AT 0x91 /* (NEC PC98) */
  1051. // DIK_COLON 0x92 /* (NEC PC98) */
  1052. // DIK_UNDERLINE 0x93 /* (NEC PC98) */
  1053. // DIK_KANJI 0x94 /* (Japanese keyboard) */
  1054. // DIK_STOP 0x95 /* (NEC PC98) */
  1055. // DIK_AX 0x96 /* (Japan AX) */
  1056. // DIK_UNLABELED 0x97 /* (J3100) */
  1057. // DIK_NEXTTRACK 0x99 /* Next Track */
  1058. // DIK_NUMPADENTER 0x9C /* Enter on numeric keypad */
  1059. // DIK_RCONTROL 0x9D
  1060. // DIK_MUTE 0xA0 /* Mute */
  1061. // DIK_CALCULATOR 0xA1 /* Calculator */
  1062. // DIK_PLAYPAUSE 0xA2 /* Play / Pause */
  1063. // DIK_MEDIASTOP 0xA4 /* Media Stop */
  1064. // DIK_VOLUMEDOWN 0xAE /* Volume - */
  1065. // DIK_VOLUMEUP 0xB0 /* Volume + */
  1066. // DIK_WEBHOME 0xB2 /* Web home */
  1067. // DIK_NUMPADCOMMA 0xB3 /* , on numeric keypad (NEC PC98) */
  1068. // DIK_DIVIDE 0xB5 /* / on numeric keypad */
  1069. // DIK_SYSRQ 0xB7
  1070. // DIK_RMENU 0xB8 /* right Alt */
  1071. // DIK_PAUSE 0xC5 /* Pause */
  1072. // DIK_HOME 0xC7 /* Home on arrow keypad */
  1073. // DIK_UP 0xC8 /* UpArrow on arrow keypad */
  1074. // DIK_PRIOR 0xC9 /* PgUp on arrow keypad */
  1075. // DIK_LEFT 0xCB /* LeftArrow on arrow keypad */
  1076. // DIK_RIGHT 0xCD /* RightArrow on arrow keypad */
  1077. // DIK_END 0xCF /* End on arrow keypad */
  1078. // DIK_DOWN 0xD0 /* DownArrow on arrow keypad */
  1079. // DIK_NEXT 0xD1 /* PgDn on arrow keypad */
  1080. // DIK_INSERT 0xD2 /* Insert on arrow keypad */
  1081. // DIK_DELETE 0xD3 /* Delete on arrow keypad */
  1082. // DIK_LWIN 0xDB /* Left Windows key */
  1083. // DIK_RWIN 0xDC /* Right Windows key */
  1084. // DIK_APPS 0xDD /* AppMenu key */
  1085. // DIK_POWER 0xDE /* System Power */
  1086. // DIK_SLEEP 0xDF /* System Sleep */
  1087. // DIK_WAKE 0xE3 /* System Wake */
  1088. // DIK_WEBSEARCH 0xE5 /* Web Search */
  1089. // DIK_WEBFAVORITES 0xE6 /* Web Favorites */
  1090. // DIK_WEBREFRESH 0xE7 /* Web Refresh */
  1091. // DIK_WEBSTOP 0xE8 /* Web Stop */
  1092. // DIK_WEBFORWARD 0xE9 /* Web Forward */
  1093. // DIK_WEBBACK 0xEA /* Web Back */
  1094. // DIK_MYCOMPUTER 0xEB /* My Computer */
  1095. // DIK_MAIL 0xEC /* Mail */
  1096. // DIK_MEDIASELECT 0xED /* Media Select */
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